Difference between revisions of "Text Input With TSFC"
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{{ReqOBSE}} v0014 or higher | |||
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. | 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: TSFC|Tibixe's String Function Collection (TSFC)]] | *[[:Category: TSFC|Tibixe's String Function Collection (TSFC)]] | ||
Revision as of 01:37, 30 November 2008
Requires Oblivion Script Extender
Download
v0014 or higher
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
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 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
- 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
- fQuestDelayTime
- GameMode
- GetButtonPressed
- GetKeyPress
- GetNumKeysPressed
- isKeyPressed2
- MenuMode
- StopQuest
- StrAppend
- StrAppendCharCode
- StrClear
- StrClearLast
- StrDeleteAll
- StrMessageBox
- StrNew
- StrSet
- StrSetName
The Code
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
- The keys Enter, Tab, Alt, and Ctrl will add the text of their key name if pressed.
See Also
- Text Input With OBSE - an alternative that does not require TSFC.
- Text Input With Pluggy - an alternative using Pluggy.