Difference between revisions of "Cabal Common Library Doc Keyboard"
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m (formatting) |
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A keyboard can only be called when the player is docked! Please also note, that missionchoices are a bit tricky and may require a workaround if you are calling another mission screen with choices in the callback function. |
A keyboard can only be called when the player is docked! Please also note, that missionchoices are a bit tricky and may require a workaround if you are calling another mission screen with choices in the callback function. |
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− | Missionscreens in <tt>Cabal_Common_Keyboard.js</tt> are using the screenID |
+ | Missionscreens in <tt>Cabal_Common_Keyboard.js</tt> are using the screenID {{AV|1.7.1}} |
{{CodeEx|codeex="Cabal_Common_Keyboard"}} |
{{CodeEx|codeex="Cabal_Common_Keyboard"}} |
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Example |
Example |
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− | + | worldScripts.Cabal_Common_Keyboard.start(this.name,5,1); |
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* See [[#keyboardChoice()|keyboardChoice()]] for the callback. |
* See [[#keyboardChoice()|keyboardChoice()]] for the callback. |
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'''Calls:''' |
'''Calls:''' |
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− | + | worldScripts.Cabal_Common_Keyboard.keyboardChoice(choice); |
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{{CodeEx|codeex=worldScripts.Cabal_Common_Keyboard.keyboardChoice = function( choice )}} |
{{CodeEx|codeex=worldScripts.Cabal_Common_Keyboard.keyboardChoice = function( choice )}} |
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Evaluates the user choice. When keyboard.toCall is specified and user confirms or aborts the keyboard input. |
Evaluates the user choice. When keyboard.toCall is specified and user confirms or aborts the keyboard input. |
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− | '''Callback:''' |
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− | * '' - String. if user aborts. |
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− | * keyboard.input - String. If user confirmed input. |
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− | {{CodeEx|codeex=worldScripts[this.keyboard.toCall].Cabal_Common_Keyboard_Output(this.keyboard.input);}} |
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'''Parameters:''' |
'''Parameters:''' |
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'''Returns:''' |
'''Returns:''' |
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:;nothing |
:;nothing |
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+ | '''Callback:''' |
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+ | * '' - String. if user aborts. |
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+ | * keyboard.input - String. If user confirmed input. |
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+ | |||
+ | worldScripts[this.keyboard.toCall].Cabal_Common_Keyboard_Output(this.keyboard.input); |
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+ | |||
Latest revision as of 00:32, 16 September 2013
Overview
This is the main class for the keyboard with its members and part of the Cabal_Common_Library.
The keyboard is fairly simple to use and requires only a worldScripts call with a few parameters. Optionally, the calling script can provide a callback which is executed when the user has finished entering characters. Everything else performed within the script. The keyboard itself ships 4 different modes (Alphanumeric, Alphabetic, Numeric and Hexadecimal).
A keyboard can only be called when the player is docked! Please also note, that missionchoices are a bit tricky and may require a workaround if you are calling another mission screen with choices in the callback function.
Missionscreens in Cabal_Common_Keyboard.js are using the screenID Added in v1.7.1
"Cabal_Common_Keyboard" |
- See start()
Functions
start()
worldScripts.Cabal_Common_Keyboard( who, min, mode, scpic, scovl, scmod ) |
Starts the keyboard handling, creates the keyboard object and calls keyboardShow(). If ‘who’ is specified the script will callback after completing or aborting.
Parameters:
- who
- String. The name of a worldScript which implements the keyboard callback.
- min
- Number. Optional - minimum length for completion, default(4).
- mode
- Number. Optional - 1(only alphabetical), 2(only numeric), 3(hexadecimal), default 4(alphanumeric).
- scpic
- String. Optional. Name for screenbackground build upon scpic + suffix. The mode defines which one will be used.
- scovl
- String. Optional. Filename for screenoverlay (with fileextension). Default null.
- scmod
- String. Optional. Role for the used model. Default ‘cabal_common_key’.
Returns:
- nothing
Suffixes are :
- 1 - ‘_keyboard_alpha.png’
- 2 - ‘_keyboard_nums.png’
- 3 - ‘_keyboard_hex.png’
- 4 - ‘_keyboard.png’
Example
worldScripts.Cabal_Common_Keyboard.start(this.name,5,1);
- See keyboardChoice() for the callback.
keyboardEval()
worldScripts.Cabal_Common_Keyboard.keyboardEval = function( choice ) |
Workaround to change the context of this!!! It simply passes the choice to keyboardChoice().
Parameters:
- choice
- String. Passed parameter from Oolite.
Returns:
- nothing
Calls:
worldScripts.Cabal_Common_Keyboard.keyboardChoice(choice);
keyboardChoice()
worldScripts.Cabal_Common_Keyboard.keyboardChoice = function( choice ) |
Evaluates the user choice. When keyboard.toCall is specified and user confirms or aborts the keyboard input.
Parameters:
- choice
- String. Passed parameter from Oolite, passed through keyboardEval().
Returns:
- nothing
Callback:
- - String. if user aborts.
- keyboard.input - String. If user confirmed input.
worldScripts[this.keyboard.toCall].Cabal_Common_Keyboard_Output(this.keyboard.input);