Input Request

Discussion of Inner Space

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Blazer
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Input Request

Post by Blazer » Mon May 30, 2005 9:21 pm

There has been several occasions where I would like something like the following implemented into IS;

Since we can now create our own ISUI. If there was a command that would allow a ISUI box to pop up and accept user text input and pressing enter or click a button, would then pass that back to the variable specified for the command.

So the command could be something like;

InputText <co-ordinates of ISUI window> <optional Ok button> <variable to pass the text>

Blazer
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Post by Blazer » Mon May 30, 2005 9:26 pm

Forgot to mention, the InputText would also need a paramater to specify a question or a title, or both for the ISUI window:)

Lax
Owner
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Post by Lax » Mon May 30, 2005 9:40 pm

This is on my list. Thanks for your input :)

Lax
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Post by Lax » Mon May 30, 2005 11:05 pm

You should idle in our IRC channel, it seems like you'd benefit from knowing when I do updates and you seem like you'd have plenty of good feedback for me that would be useful to have in real-time

Lax
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Post by Lax » Thu Jun 02, 2005 10:07 pm

Image

This will be in the next build (there's also a "regular" message box to do ok, ok/cancel, or yes/no)

Blazer
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Post by Blazer » Fri Jun 03, 2005 3:11 am

Perfect! Good stuff, thanks!:)

Blazer
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Posts: 38
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Bug with InputBox

Post by Blazer » Sat Jun 04, 2005 7:28 pm

Example...

Code: Select all

InputBox "What happens if you backspace this text?" $&#123;Zone.ShortName&#125;
You guessed it, it crashed my eq2 client:)


Also, the ok, and cancel button were defaulted to grey on black, and was hard to read. Are the colors fixed for this?

Lax
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Post by Lax » Sat Jun 04, 2005 9:46 pm

Thanks for the info on the crash. As far as colors, they default to exactly what's in the picture from my last post. However, there's a bug which prevents any of my texture coloring (does not include normal color fills like the console background, typing caret, etc) from working in EQ2, so the text will actually appear WHITE on white (all you see is the pixels affected near it) until I fix that.

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