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