Difference between revisions of "Text Input With TSFC"

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imported>Speedo
imported>KyleWollaston
 
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This code will accept text input from the player, storing the data in a [[:Category: TSFC|TSFC]] string.  All regular keyboard characters are supported except tilde(~).  Shift and Backspace may be used normally, and Enter is used to end input.
This code will accept text input from the player, storing the data in a [[:Category: TSFC|TSFC]] string.  All regular keyboard characters are supported except tilde(~).  Shift and Backspace may be used normally.  Text is shown as typed via [[StrMessageBox|MessageBoxes]], which also have buttons for the player to end their input or clear all input.


==Requirements==
==Requirements==


*[[:Category: Oblivion Script Extender|Oblivion Script Extender (OBSE)]] v0014 or higher
*[[:Category: Oblivion Script Extender|Oblivion Script Extender]] v0014 or higher
*[[:Category: TSFC|Tibixe's String Function Collection (TSFC)]]
*[[:Category: TSFC|Tibixe's String Function Collection (TSFC)]]


==Setup==
==Setup==


As presented, this script is intended to run as a [[quest script]] and will use the player's input to rename an item.  It could however easily be modified to use the input in a different way, or to run in an object's [[GameMode]] block.
As presented, this script is intended to run as a [[quest script]] and will use the player's input to rename an item.  It could however be modified to use the input in a different way, or to run in an object's script.


After creating a quest for the script to run on, find the line "'''StopQuest TextInput'''" and replace "'''TextInput'''" with the name of your quest.
After creating a quest for the script to run on, find the line "'''StopQuest TextInput'''" and replace "'''TextInput'''" with the name of your quest.
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*Caps Lock is ignored, since most players will use it to toggle run.  It would be possible to add support for it, but it's not recommended.
*Caps Lock is ignored, since most players will use it to toggle run.  It would be possible to add support for it, but it's not recommended.


*The player must open the console to view what he/she is typing.  They may press tilde(~) at any time to view what they have typed, or enter the console command [[Debug Text|TDT]] to see updated text as they type.  See [[Text Input With TSFC#Alternate Display Method|Alternate Display Methods]].
*While the script can respond quickly, allowing the player to type at a fairly normal pace, if multiple keys are pressed at the same time only one of them will be recognized.


*While the script can respond quickly, allowing the player to type at a fairly normal pace, if multiple keys are pressed at the same time only one of them will be recognized.
*If the typed text overflows to multiple lines on the [[StrMessageBox|MessageBox]], a dash(-) will be shown at the end of each line (per normal grammar rules).  This is a function of the game engine, and the actual text is not modified.


==Functions & Scripting Concepts Used==
==Functions & Scripting Concepts Used==


*[[DisablePlayerControls]]
*[[EnablePlayerControls]]
*[[fQuestDelayTime]]
*[[fQuestDelayTime]]
*[[GameMode]]
*[[GameMode]]
*[[GetButtonPressed]]
*[[GetKeyPress]]
*[[GetKeyPress]]
*[[GetNumKeysPressed]]
*[[GetNumKeysPressed]]
*[[isKeyPressed2]]
*[[isKeyPressed2]]
*[[MessageBox]]
*[[MenuMode]]
*[[StartQuest]]
*[[StopQuest]]
*[[StopQuest]]
*[[StrAppend]]
*[[StrAppendCharCode]]
*[[StrAppendCharCode]]
*[[StrClear]]
*[[StrClearLast]]
*[[StrClearLast]]
*[[StrDel]]
*[[StrDeleteAll]]
*[[StrMessageBox]]
*[[StrNew]]
*[[StrNew]]
*[[StrPrint]]
*[[StrSet]]
*[[StrSetName]]
*[[StrSetName]]


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float fQuestDelayTime
float fQuestDelayTime
short control
short control
; Control = 0 is "startup": creates the string, prompts the player, etc
short button
; Control = -1 is "shutdown: set the itemname, delete the string, etc
short console


long name
; Key input Variables
long key
long key
long shift
long shift


begin gamemode
; StringID variables
  set fquestdelaytime to 0.01
long name
long prompt
long clear
long done
 
; Menumode 1001 = Messagebox displayed
; Most of the actual work is done here
begin menumode 1001
    
    
   if (control == 0)
   ; Block input if we've already captured the key that's currently pressed
    messagebox "Enter the new name after closing this box."
   ; But - make an exception for the Shift keys
    DisablePlayerControls
    set name to StrNew
    set control to 1
  elseif (control == -1)
    StrSetName name item
    StrDel name
    set control to 0
    EnablePlayerControls
    stopquest TextInput
  endif 
 
  ; Don't let the script proceed if the currently pressed key has already been captured
   ; But, make an exception for the Shift keys (42 & 54)
   if ((isKeyPressed2 key) && (key != 42) && (key != 54))
   if ((isKeyPressed2 key) && (key != 42) && (key != 54))
     return
     return
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     set key to GetKeyPress 0
     set key to GetKeyPress 0
      
      
    ; If more than 1 key is pressed, capture the second key
    ; (more than 2 key presses are ignored)
     if (GetNumKeysPressed > 1)
     if (GetNumKeysPressed > 1)
       ; if more than 1 key is pressed, we need to capture the 2nd key and see if it is
       ; Use the "shift" variable to temporarily capture the second key
      ; one of the Shift keys
       set shift to GetKeyPress 1
       set shift to GetKeyPress 1
        
       ; If "key" has captured a Shift input, flip the variable's contents
      ; and toggle "shift" on
       if ((key == 42) || (key == 54))
       if ((key == 42) || (key == 54))
        ; if "key" captured a Shift key, swap the values and set "shift"
         set key to shift
         set key to shift
         set shift to 1
         set shift to 1
       
      ; If "key" didn't capture a Shift input, did "shift" get it?
       elseif ((shift == 42) || (shift == 54))
       elseif ((shift == 42) || (shift == 54))
        ; if "key" didn't capture a shift key, did "shift" catch it?
         set shift to 1
         set shift to 1
       
      ; Otherwise Shift isn't pressed, toggle "shift" off
       else  
       else  
        ; no shift pressed, so be sure "shift" is off
         set shift to 0
         set shift to 0
       endif
       endif
     
    ; Be sure "shift" is toggled off if only 1 key was pressed
     else
     else
      ; reset "shift" if only 1 key is pressed
       set shift to 0
       set shift to 0
     endif
     endif
   endif
   endif
    
    
   ; Block various keys that we can't use: Esc, Ctrl, Alt, etc
   ; Block Esc, the Shift keys, and others that aren't needed for typing
   if (key == 1 || key == 15 || key == 29 || key == 41 || key == 42 || (key > 53 && key != 57))
   if ((key == 1) || (key == 42) || (key == 54) || (key > 57))
    ;
      
      
   elseif (key == 28)  ; Enter
  ; Toggle the console active variable on/of if tilde(~) is pressed
     set control to -1
  ; so the player can use the console normally
   elseif (key == 41)  ; Open/close console
    if (console)
      set console to 0
     else
      set console to 1
    endif
      
      
  ; Block all input if the console is open
  elseif (console)
    ;   
 
   elseif (key == 14)  ; Backspace
   elseif (key == 14)  ; Backspace
     StrClearLast name
     StrClearLast name
     StrPrint name
     StrSet prompt "Name: "
    StrAppend prompt name
    StrMessageBox prompt clear done
      
      
   elseif (key)
   elseif (key)
     StrAppendCharCode name key shift
     StrAppendCharCode name key shift
     StrPrint name
     StrSet prompt "Name: "
    StrAppend prompt name
    StrMessageBox prompt clear done
   endif
   endif
end
end
</pre>


==Alternate Display Methods==
; Gamemode block does initialization, catches input when a
 
; button is pressed in the MessageBox
===StrMessageBox===
begin gamemode
*Replace the two lines "'''StrPrint name'''" with [[StrMessageBox]].  You will need to declare a second string variable and initialize it with some text to use as the "Done" button.
  set fquestdelaytime to 0.01
**This method requires the player to manually close the MessageBox after typing every character which, needless to say, can get tedious.
 
 
  ; Catch input when a MBox button is pressed
===Console Toggle===
  if (control)
'''WARNING:''' This option causes the console to flash on and off rapidly.  It's workable, but not the most fun to look at.  Definetly not advised for those prone to seizures and so on.
    set button to getbuttonpressed
#Declare two additional variables
   
##Name: '''timer''', type '''float'''
    ; "Clear All" button
##Name: '''console''', type '''short'''
    if (button == 0)
#Go to the bottom of the script and delete the word '''end'''
      StrClear name
#Paste the following onto the end of the script:
      StrSet prompt "Name:"
<pre>
      StrMessageBox prompt clear done
   if (timer > 0.02)
     
     set console to 1
    ; "Finish Input" button
     set timer to 0
    elseif (button == 1)
     TapKey 41
      StrSetName name item
  else
      StrDeleteAll
     set timer to (timer + GetSecondsPassed)
      set control to 0
  endif
      stopquest TextInput
end
    endif
 
   
begin menumode 3
  ; Startup: create strings, prompt for input
  if (console)
   elseif (control == 0)
     TapKey 41
     set name to StrNew
     set console to 0
    StrClear name
     set prompt to StrNew "Name:"
     set clear to StrNew "Clear All"
     set done to StrNew "Finish Input"
     StrMessageBox prompt clear done
     set control to 1   
   endif
   endif
end
end
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==Notes==
==Notes==


*If you need to save the input string, you can use [http://www.tesnexus.com/downloads/file.php?id=15390 PlugStr] to save it in a [[:Category: Pluggy|Pluggy]] array.
*The keys Enter, Tab, Alt, and Ctrl will add the text of their key name if pressed.


==See Also==
==See Also==


*[[MessageBoxEx-based Text Input Box]] - an alternative that does not require [[:Category: TSFC|TSFC]].
*[[Text Input With OBSE]] - an alternative that does not require [[:Category: TSFC|TSFC]].
*[[Text Input With Pluggy]] - an alternative using [[:Category: Pluggy|Pluggy]].


[[Category: Useful Code]]
[[Category: Useful Code]]

Latest revision as of 01:39, 30 November 2008

This code will accept text input from the player, storing the data in a TSFC string. All regular keyboard characters are supported except tilde(~). Shift and Backspace may be used normally. Text is shown as typed via MessageBoxes, which also have buttons for the player to end their input or clear all input.

Requirements[edit | edit source]

Setup[edit | edit source]

As presented, this script is intended to run as a quest script and will use the player's input to rename an item. It could however be modified to use the input in a different way, or to run in an object's script.

After creating a quest for the script to run on, find the line "StopQuest TextInput" and replace "TextInput" with the name of your quest.

You'll then need to use the following snippet of code in another script when you're ready to get the player's input, assuming that you used the quest name TextInput.

set TextInput.item to myItem  ; Must tell the script which item to rename
StartQuest TextInput

Limitations[edit | edit source]

  • It is impossible to support the tilde(~) or accent(`) keys.
  • Caps Lock is ignored, since most players will use it to toggle run. It would be possible to add support for it, but it's not recommended.
  • While the script can respond quickly, allowing the player to type at a fairly normal pace, if multiple keys are pressed at the same time only one of them will be recognized.
  • If the typed text overflows to multiple lines on the MessageBox, a dash(-) will be shown at the end of each line (per normal grammar rules). This is a function of the game engine, and the actual text is not modified.

Functions & Scripting Concepts Used[edit | edit source]

The Code[edit | edit source]

scn TextInputScript

ref item

float fQuestDelayTime
short control
short button
short console

; Key input Variables
long key
long shift

; StringID variables
long name
long prompt
long clear
long done

; Menumode 1001 = Messagebox displayed
; Most of the actual work is done here
begin menumode 1001
  
  ; Block input if we've already captured the key that's currently pressed
  ; But - make an exception for the Shift keys
  if ((isKeyPressed2 key) && (key != 42) && (key != 54))
    return
    
  else
    set key to GetKeyPress 0
    
    ; If more than 1 key is pressed, capture the second key
    ; (more than 2 key presses are ignored)
    if (GetNumKeysPressed > 1)
      ; Use the "shift" variable to temporarily capture the second key
      set shift to GetKeyPress 1
      ; If "key" has captured a Shift input, flip the variable's contents
      ; and toggle "shift" on
      if ((key == 42) || (key == 54))
        set key to shift
        set shift to 1
      ; If "key" didn't capture a Shift input, did "shift" get it?
      elseif ((shift == 42) || (shift == 54))
        set shift to 1
      ; Otherwise Shift isn't pressed, toggle "shift" off
      else 
        set shift to 0
      endif
    ; Be sure "shift" is toggled off if only 1 key was pressed
    else
      set shift to 0
    endif
  endif
  
  ; Block Esc, the Shift keys, and others that aren't needed for typing
  if ((key == 1) || (key == 42) || (key == 54) || (key > 57))
    ;
    
  ; Toggle the console active variable on/of if tilde(~) is pressed
  ; so the player can use the console normally 
  elseif (key == 41)  ; Open/close console
    if (console)
      set console to 0
    else
      set console to 1
    endif
    
  ; Block all input if the console is open
  elseif (console)
    ;    
  
  elseif (key == 14)  ; Backspace
    StrClearLast name
    StrSet prompt "Name: "
    StrAppend prompt name
    StrMessageBox prompt clear done
    
  elseif (key)
    StrAppendCharCode name key shift
    StrSet prompt "Name: "
    StrAppend prompt name
    StrMessageBox prompt clear done
  endif
end

; Gamemode block does initialization, catches input when a 
; button is pressed in the MessageBox
begin gamemode
  set fquestdelaytime to 0.01
  
  ; Catch input when a MBox button is pressed
  if (control)
    set button to getbuttonpressed
    
    ; "Clear All" button
    if (button == 0)
      StrClear name
      StrSet prompt "Name:"
      StrMessageBox prompt clear done
      
    ; "Finish Input" button
    elseif (button == 1)
      StrSetName name item
      StrDeleteAll
      set control to 0
      stopquest TextInput
    endif
    
  ; Startup: create strings, prompt for input
  elseif (control == 0)
    set name to StrNew
    StrClear name
    set prompt to StrNew "Name:"
    set clear to StrNew "Clear All"
    set done to StrNew "Finish Input"
    StrMessageBox prompt clear done
    set control to 1    
  endif
end

Notes[edit | edit source]

  • The keys Enter, Tab, Alt, and Ctrl will add the text of their key name if pressed.

See Also[edit | edit source]