Difference between revisions of "Cabal Common Library Doc Keyboard"
m (→Overview) |
m (added screenID) |
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This is the main class for the keyboard with its members and part of the [[Cabal_Common_Library]]. | 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. | + | 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 <tt>Cabal_Common_Keyboard.js</tt> are using the screenID (v1.7.1+) | |
+ | {{CodeEx|codeex="Cabal_Common_Keyboard"}} | ||
− | * | + | *See [[#start()|start()]] |
− | |||
− | |||
− | |||
− | |||
== Functions == | == Functions == | ||
=== start() === | === start() === | ||
− | {{CodeEx|codeex= | + | {{CodeEx|codeex=worldScripts.Cabal_Common_Keyboard( who, min, mode, scpic, scovl, scmod )}} |
− | Starts the keyboard handling, creates the keyboard object and calls keyboardShow(). | + | Starts the keyboard handling, creates the keyboard object and calls keyboardShow(). If ‘who’ is specified the script will callback after completing or aborting. |
'''Parameters:''' | '''Parameters:''' | ||
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'''Returns:''' | '''Returns:''' | ||
:;nothing | :;nothing | ||
− | |||
− | |||
Suffixes are : | Suffixes are : | ||
Line 40: | Line 34: | ||
* 3 - ‘_keyboard_hex.png’ | * 3 - ‘_keyboard_hex.png’ | ||
* 4 - ‘_keyboard.png’ | * 4 - ‘_keyboard.png’ | ||
+ | |||
+ | Example | ||
+ | {{CodeEx|codeex=worldScripts.Cabal_Common_Keyboard.start(this.name,5,1);}} | ||
+ | |||
+ | * See [[#keyboardChoice()|keyboardChoice()]] for the callback. | ||
=== keyboardEval() === | === keyboardEval() === | ||
− | {{CodeEx|codeex= | + | {{CodeEx|codeex=worldScripts.Cabal_Common_Keyboard.keyboardEval = function( choice )}} |
Workaround to change the context of this!!! It simply passes the choice to keyboardChoice(). | Workaround to change the context of this!!! It simply passes the choice to keyboardChoice(). | ||
Line 57: | Line 56: | ||
=== keyboardChoice() === | === keyboardChoice() === | ||
− | {{CodeEx|codeex= | + | {{CodeEx|codeex=worldScripts.Cabal_Common_Keyboard.keyboardChoice = function( choice )}} |
− | Evaluates the user choice. | + | Evaluates the user choice. When keyboard.toCall is specified and user confirms or aborts the keyboard input. |
'''Callback:''' | '''Callback:''' | ||
− | * | + | * '' - String. if user aborts. |
* keyboard.input - String. If user confirmed input. | * keyboard.input - String. If user confirmed input. | ||
Revision as of 15:41, 16 February 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 (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.
Callback:
- - String. if user aborts.
- keyboard.input - String. If user confirmed input.
worldScripts[this.keyboard.toCall].Cabal_Common_Keyboard_Output(this.keyboard.input); |
Parameters:
- choice
- String. Passed parameter from Oolite, passed through keyboardEval().
Returns:
- nothing