New Pasword Input Screen and SMOnline Login

This commit is contained in:
Adam Lowman
2005-01-26 08:50:09 +00:00
parent 73a63247e6
commit 914b8233ee
7 changed files with 309 additions and 349 deletions
+15 -11
View File
@@ -99,7 +99,6 @@ void ScreenManager::ThemeChanged()
// reload shared BGA
m_pSharedBGA->LoadFromAniDir( m_sLastLoadedBackgroundPath );
m_pSharedBGA->PlayCommand( "On" );
}
void ScreenManager::EmptyDeleteQueue()
@@ -214,15 +213,8 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
// pass input only to topmost state
if( m_ScreenStack.empty() )
return;
/* If a screen is queued to load, discard other inputs. Coin inputs
* are handled before they get here, so they won't be discarded. */
if( m_sDelayedScreen != "" )
return;
m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
if( !m_ScreenStack.empty() )
m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
}
@@ -384,7 +376,6 @@ retry:
// any common textures loaded.
BGAnimation *pNewBGA = new BGAnimation;
pNewBGA->LoadFromAniDir( sNewBGA );
pNewBGA->PlayCommand( "On" );
SAFE_DELETE( m_pSharedBGA );
m_pSharedBGA = pNewBGA;
@@ -461,6 +452,19 @@ void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion,
m_MessageSendOnPop = SM_SendWhenDone;
}
void ScreenManager::Password( ScreenMessage SM_SendWhenDone, const CString &sText, void(*OnOK)(CString sPassword), void(*OnCancel)() )
{
if( m_ScreenStack.size() )
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
// add the new state onto the back of the array
Screen *pNewScreen = new ScreenTextEntry( "ScreenTextEntry", sText, "", OnOK, OnCancel, true );
pNewScreen->Init();
SetFromNewScreen( pNewScreen, true );
m_MessageSendOnPop = SM_SendWhenDone;
}
void ScreenManager::MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel )
{
if( m_ScreenStack.size() )