P3D-Legacy/P3D/Screens/GUI/InputScreen.vb

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Public Class InputScreen
Inherits Screen
Public Shared LastInput As String = ""
Public Enum InputModes As Integer
Text = 0
Numbers = 1
Name = 2
Pokemon = 3
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End Enum
Dim DefaultName As String = ""
Dim CurrentText As String = ""
Dim Sprites As New List(Of Texture2D)
Dim Buttons As New List(Of InputButton)
Dim InputMode As InputModes = InputModes.Text
Dim MaxChars As Integer = 100
Dim ButtonSelector As Vector2 = New Vector2(0, 0)
Public PasswordMode As Boolean = False
Public Delegate Sub ConfirmInput(ByVal input As String)
Dim ConfirmSub As ConfirmInput = Nothing
Public Sub New(ByVal currentScreen As Screen, ByVal DefaultName As String, ByVal InputMode As InputModes, ByVal CurrentText As String, ByVal MaxChars As Integer, ByVal Sprites As List(Of Texture2D), ByVal ConfirmSub As ConfirmInput)
Me.PreScreen = currentScreen
Me.DefaultName = DefaultName
Me.CurrentText = CurrentText
Me.Sprites = Sprites
Me.InputMode = InputMode
Me.MaxChars = MaxChars
Me.ConfirmSub = ConfirmSub
Initialize()
End Sub
Public Sub New(ByVal currentScreen As Screen, ByVal DefaultName As String, ByVal InputMode As InputModes, ByVal CurrentText As String, ByVal MaxChars As Integer, ByVal Sprites As List(Of Texture2D))
Me.PreScreen = currentScreen
Me.DefaultName = DefaultName
Me.CurrentText = CurrentText
Me.Sprites = Sprites
Me.InputMode = InputMode
Me.MaxChars = MaxChars
Initialize()
End Sub
Private Sub Initialize()
Me.Identification = Identifications.InputScreen
Me.CanBePaused = True
Me.CanChat = False
Me.CanMuteAudio = False
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Me.MouseVisible = True
If Me.MaxChars < 0 Then
Me.MaxChars = 100
End If
InputButton.CapsLock = True
Select Case Me.InputMode
Case InputModes.Text
Me.InitializeText()
Case InputModes.Name, InputModes.Pokemon
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Me.InitializeName()
Case InputModes.Numbers
Me.InitializeNumbers()
End Select
Buttons.Add(New InputButton("Shift", New Vector2(0, 4), InputButton.ButtonModes.CapsLock, 2))
Buttons.Add(New InputButton("Delete", New Vector2(2, 4), InputButton.ButtonModes.Delete, 2))
Buttons.Add(New InputButton("Default", New Vector2(4, 4), InputButton.ButtonModes.Default, 2))
Buttons.Add(New InputButton("Confirm", New Vector2(6, 4), InputButton.ButtonModes.Enter, 2))
End Sub
Private Sub InitializeText()
Dim chars() As String = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", " ", ".", ",", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", " ", "'", "-", "u", "v", "w", "x", "y", "z", " ", " ", " ", " ", "!", "?", "_"}
Dim x As Integer = 0
Dim y As Integer = 0
For Each c As String In chars
Me.Buttons.Add(New InputButton(c, New Vector2(x, y), InputButton.ButtonModes.Key, 1))
x += 1
If x > 12 Then
x = 0
y += 1
End If
Next
Dim numbers() As String = {"1", "2", "3", "4", "5", "6", "7", "8", "9", "0", " ", " ", " "}
x = 0
y = 3
For Each c As String In numbers
Me.Buttons.Add(New InputButton(c, New Vector2(x, y), InputButton.ButtonModes.Key, 1))
x += 1
Next
End Sub
Private Sub InitializeName()
Dim chars() As String
If InputMode = InputModes.Name Then
chars = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", " ", ".", ",", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", " ", "'", "-", "u", "v", "w", "x", "y", "z", " ", " ", " ", " ", "!", "?", "_"}
Else
chars = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", " ", " ", " ", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", " ", " ", " ", "u", "v", "w", "x", "y", "z", " ", " ", " ", " ", " ", " ", " "}
End If
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Dim x As Integer = 0
Dim y As Integer = 0
For Each c As String In chars
Me.Buttons.Add(New InputButton(c, New Vector2(x, y), InputButton.ButtonModes.Key, 1))
x += 1
If x > 12 Then
x = 0
y += 1
End If
Next
Dim numbers() As String = {"1", "2", "3", "4", "5", "6", "7", "8", "9", "0", " ", " ", " "}
x = 0
y = 3
For Each c As String In numbers
Me.Buttons.Add(New InputButton(c, New Vector2(x, y), InputButton.ButtonModes.Key, 1))
x += 1
Next
End Sub
Private Sub InitializeNumbers()
Dim x As Integer = 0
Dim y As Integer = 0
Dim numbers() As String = {"1", "2", "3", "4", "5", "6", "7", "8", "9", "0", " ", " ", " "}
For Each c As String In numbers
Me.Buttons.Add(New InputButton(c, New Vector2(x, y), InputButton.ButtonModes.Key, 1))
x += 1
Next
End Sub
Public Overrides Sub Draw()
Me.PreScreen.Draw()
Canvas.DrawRectangle(Core.windowSize, New Color(0, 0, 0, 150))
If Sprites.Count > 0 Then
Canvas.DrawRectangle(New Rectangle(CInt((Core.windowSize.Width / 2) - 384), 100, 704, 64), Color.White)
Canvas.DrawBorder(1, New Rectangle(CInt((Core.windowSize.Width / 2) - 384), 100, 704, 64), Color.Gray)
Core.SpriteBatch.Draw(Sprites(0), New Rectangle(CInt((Core.windowSize.Width / 2) - 384), 96, 64, 64), Color.White)
Else
Canvas.DrawRectangle(New Rectangle(CInt((Core.windowSize.Width / 2) - 320), 100, 640, 64), Color.White)
Canvas.DrawBorder(1, New Rectangle(CInt((Core.windowSize.Width / 2) - 320), 100, 640, 64), Color.Gray)
End If
Canvas.DrawRectangle(New Rectangle(CInt((Core.windowSize.Width / 2) - 316), 104, 632, 56), Color.LightGray)
Dim t As String = CurrentText
If PasswordMode = True Then
t = ""
For cc = 0 To CurrentText.Length - 1
t &= "*"
Next
End If
If CurrentText.Length < Me.MaxChars Then
t &= "_"
End If
Core.SpriteBatch.DrawString(FontManager.InGameFont, t, New Vector2(CInt((Core.windowSize.Width / 2) - 306), 112), Color.Black)
Canvas.DrawRectangle(New Rectangle(CInt((Core.windowSize.Width / 2) - ((13 * 64) / 2)) - 4, 196, (13 * 64) + 8, 5 * 64 + 8), Color.White)
Canvas.DrawBorder(1, New Rectangle(CInt((Core.windowSize.Width / 2) - ((13 * 64) / 2)) - 4, 196, (13 * 64) + 8, 5 * 64 + 8), Color.Gray)
For Each b As InputButton In Me.Buttons
b.Draw(New Vector2(CSng((Core.windowSize.Width / 2) - ((13 * 64) / 2)), 200), Me.ButtonSelector)
Next
Core.SpriteBatch.DrawString(FontManager.MainFont, "Chars left: " & (MaxChars - Me.CurrentText.Length).ToString(), New Vector2(CInt((Core.windowSize.Width / 2) + 180), 477), Color.Gray)
Dim d As New Dictionary(Of Buttons, String)
d.Add(Input.Buttons.A, "Enter")
d.Add(Input.Buttons.B, "Delete")
d.Add(Input.Buttons.Y, "Confirm")
d.Add(Input.Buttons.X, "Clear")
Me.DrawGamePadControls(d)
End Sub
Public Overrides Sub Update()
If Controls.Right(True, True, False, False, True) = True Then
Dim currentX As Integer = CInt(Me.ButtonSelector.X)
Dim newX As Integer = 1000
For Each b As InputButton In Me.Buttons
If CInt(b.RelPosition.X) < newX And CInt(b.RelPosition.X) > currentX And CInt(b.RelPosition.Y) = CInt(Me.ButtonSelector.Y) Then
newX = CInt(b.RelPosition.X)
End If
Next
If newX <> 1000 Then
Me.ButtonSelector.X = newX
End If
End If
If Controls.Left(True, True, False, False, True) = True Then
Dim currentX As Integer = CInt(Me.ButtonSelector.X)
Dim newX As Integer = -1
For Each b As InputButton In Me.Buttons
If CInt(b.RelPosition.X) > newX And CInt(b.RelPosition.X) < currentX And CInt(b.RelPosition.Y) = CInt(Me.ButtonSelector.Y) Then
newX = CInt(b.RelPosition.X)
End If
Next
If newX <> -1 Then
Me.ButtonSelector.X = newX
End If
End If
If Controls.Down(True, True, False, False, True) = True Then
Dim currentY As Integer = CInt(Me.ButtonSelector.Y)
Dim newY As Integer = 1000
For Each b As InputButton In Me.Buttons
If CInt(b.RelPosition.Y) < newY And CInt(b.RelPosition.Y) > currentY And CInt(b.RelPosition.X) = CInt(Me.ButtonSelector.X) Then
newY = CInt(b.RelPosition.Y)
End If
Next
If newY <> 1000 Then
Me.ButtonSelector.Y = newY
End If
End If
If Controls.Up(True, True, False, False, True) = True Then
Dim currentY As Integer = CInt(Me.ButtonSelector.Y)
Dim newY As Integer = -1
For Each b As InputButton In Me.Buttons
If CInt(b.RelPosition.Y) > newY And CInt(b.RelPosition.Y) < currentY And CInt(b.RelPosition.X) = CInt(Me.ButtonSelector.X) Then
newY = CInt(b.RelPosition.Y)
End If
Next
If newY <> -1 Then
Me.ButtonSelector.Y = newY
End If
End If
For Each b As InputButton In Me.Buttons
b.Update(New Vector2(CSng((Core.windowSize.Width / 2) - ((13 * 64) / 2)), 200), Me.ButtonSelector, Me)
Next
If Controls.Dismiss(False, False, True) = True Then
If CurrentText.Length > 0 Then
CurrentText = CurrentText.Remove(CurrentText.Length - 1, 1)
End If
End If
If ControllerHandler.ButtonPressed(Input.Buttons.X) = True Then
Me.CurrentText = ""
End If
If ControllerHandler.ButtonPressed(Input.Buttons.Y) = True Then
If Me.ButtonSelector = New Vector2(6, 4) Then
Me.Confirm()
Else
Me.ButtonSelector = New Vector2(6, 4)
End If
End If
If ControllerHandler.ButtonPressed(Input.Buttons.LeftStick) = True Or ControllerHandler.ButtonPressed(Input.Buttons.RightStick) = True Then
InputButton.CapsLock = Not InputButton.CapsLock
End If
Dim bText As String = Me.CurrentText
KeyBindings.GetInput(Me.CurrentText, Me.MaxChars, True, True)
If bText <> Me.CurrentText Then
Dim chars() As String = {"a", "b", "c", "d", "e", "f", "g", "h", "i", "j", " ", ".", ",", "k", "l", "m", "n", "o", "p", "q", "r", "s", "t", "'", "-", "u", "v", "w", "x", "y", "z", "!", "?", "_", "1", "2", "3", "4", "5", "6", "7", "8", "9", "0"}
Dim newText As String = ""
For Each c As Char In Me.CurrentText
If chars.Contains(c.ToString().ToLower()) Then
newText &= c.ToString()
End If
Next
Me.CurrentText = newText
End If
End Sub
Public Sub Confirm()
Dim t As String = Me.CurrentText
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' Remove spaces at the start
While t.StartsWith(" ")
t = t.Remove(0, 1)
End While
' Remove spaces at the end
While t.EndsWith(" ")
t = t.Remove(t.Length - 1, 1)
End While
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If t = "" Then
t = Me.DefaultName
End If
LastInput = t
If Not Me.ConfirmSub Is Nothing Then
Me.ConfirmSub(LastInput)
End If
Core.SetScreen(Me.PreScreen)
End Sub
Class InputButton
Public Shared CapsLock As Boolean = True
Shared T As Texture2D
Shared loadedTexture As Boolean = False
Const RasterSize As Integer = 64
Public Enum ButtonModes
Enter
Delete
[Default]
Key
CapsLock
End Enum
Public DisplayText As String = "A"
Public ReturnText As String = "A"
Public Size As Integer = 64
Public RelPosition As New Vector2(0, 0)
Public ButtonMode As ButtonModes = ButtonModes.Key
Public Sub New(ByVal DisplayText As String, ByVal RelPosition As Vector2, ByVal ButtonMode As ButtonModes, ByVal Size As Integer)
If loadedTexture = False Then
loadedTexture = True
T = TextureManager.GetTexture("GUI\Menus\GTS", New Rectangle(368, 112, 1, 32), "")
End If
Me.DisplayText = DisplayText
Me.ReturnText = DisplayText
Me.RelPosition = RelPosition
Me.ButtonMode = ButtonMode
Me.Size = Size * RasterSize
End Sub
Public Sub Draw(ByVal StartPosition As Vector2, ByVal Selector As Vector2)
Dim p As New Vector2(RelPosition.X * RasterSize + StartPosition.X, RelPosition.Y * RasterSize + StartPosition.Y)
For i = 0 To Me.Size - 1
Dim buttonColor As Color = Color.White
Select Case Me.ButtonMode
Case ButtonModes.Key
buttonColor = Color.White
Case ButtonModes.Enter
buttonColor = Color.CadetBlue
Case ButtonModes.Delete
buttonColor = Color.Tomato
Case Else
buttonColor = New Color(100, 100, 100)
End Select
If Selector = Me.RelPosition Then
Core.SpriteBatch.Draw(T, New Rectangle(CInt(p.X) + i, CInt(p.Y), 1, RasterSize), Nothing, buttonColor, 0.0F, Vector2.Zero, SpriteEffects.FlipVertically, 0.0F)
Else
Core.SpriteBatch.Draw(T, New Rectangle(CInt(p.X) + i, CInt(p.Y), 1, RasterSize), buttonColor)
End If
Next
If Selector = Me.RelPosition Then
Canvas.DrawBorder(2, New Rectangle(CInt(p.X), CInt(p.Y), Size, RasterSize), New Color(255, 0, 0, 100))
Else
Canvas.DrawBorder(1, New Rectangle(CInt(p.X), CInt(p.Y), Size, RasterSize), Color.Gray)
End If
Dim text As String = Me.DisplayText
If Me.ButtonMode = ButtonModes.Key Then
If CapsLock = True Then
text = text.ToUpper()
Else
text = text.ToLower()
End If
End If
Dim fontColor As Color = Color.Black
If Me.ButtonMode <> ButtonModes.Key Then
fontColor = Color.White
End If
Dim middelPoint As New Vector2(CSng(Me.Size / 2) + p.X, CSng(RasterSize / 2) + p.Y)
Dim f As SpriteFont = FontManager.MainFont
Core.SpriteBatch.DrawString(f, text, New Vector2(middelPoint.X - CSng(f.MeasureString(text).X / 2), middelPoint.Y - CSng(f.MeasureString(text).Y / 2)), fontColor)
End Sub
Public Sub Update(ByVal StartPosition As Vector2, ByRef Selector As Vector2, ByVal s As InputScreen)
Dim p As New Vector2(RelPosition.X * RasterSize + StartPosition.X, RelPosition.Y * RasterSize + StartPosition.Y)
Dim enterKey As Boolean = False
If Controls.Accept(True, False, False) = True And New Rectangle(CInt(p.X), CInt(p.Y), Size, RasterSize).Contains(MouseHandler.MousePosition) = True Then
If Selector = Me.RelPosition Then
enterKey = True
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
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SoundManager.PlaySound("select")
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Else
Selector = Me.RelPosition
End If
End If
If Controls.Accept(False, False, True) = True Then
If Selector = Me.RelPosition Then
enterKey = True
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
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SoundManager.PlaySound("select")
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End If
End If
If KeyBoardHandler.KeyPressed(Keys.Enter) = True Then
If Selector = Me.RelPosition Then
enterKey = True
Fix audio engine & contentpacks (#35) * Replaced existing Gen 2 SFX with better sounding ones (no ugly reverb) Replaced MediaPlayer with NAudio(and NAudio.Vorbis) for playing music in order to fix random stopping issues. The game now directly loads .ogg files instead of the .wma/.xnb combination from before. ContentPacks are now able to replace Music and SFX again (I haven't added a menu yet for choosing ContentPacks). To make older GameModes work with current versions, you can add the GameMode property EnterType and set it to "1", this will make the game use the older 2D NewGameScreen. * Delete GameController.vb * Add gamecontroller.vb back * Fix sfx missing * Battleintro doodle now doesn't loop anymore (for no trainer) Changed the shutter sound (aka Large Door sound) to something more large door-y Made the enter sound slightly louder The enter sound now plays when going through any warp to or from an indoor map (including falling through holes) The flying sound effect is played earlier in the animation after selecting a location Changed played sound effect when using the Escape Rope to "teleport" instead of "destroy" The bump noise now also plays when bumping into something in first person Fixed small gap between the end of the intro song and the start of the main song Replaced some songs with better songs * Fixed some more intro issues * Forgot to change a thing * Fixed an error where the main music would play, ignoring the muted musicmanager. * fix indenting in musicmanager * The music player will now only start playback on a new song if the music player is not muted, fixed the end time calculation of the intro of a song after muting, Music can't be unmuted now as long as a sound effect plays that stops the music. * Fixed league restplace position, fixed sound effects sharing the volume slider of the music, sound effects are now also muted when pressing M, changed music on/off popup to audio on/off, removed bump delay in first person, added more control on whether played songs should be looping or not. * Fixed some more scripts that turn on thirdperson mode but don't check if it was on before or set it back to what it was before afterwards, also fixed a small error in creditsscreen.vb. * Fixed indenting error in musicmanager.vb, fixed an error of mine where the loopsong parameter would be seen as the playintro parameter. * Added more music commands, added quite some menu select noises, will add more later * More select sound effects! * Fix music not resuming after soundeffect * Trainer using item now plays the single_heal soundeffect * Pokémon cries now sound louder * Possibly fixing crash when playing Pokémon cry at volume higher than 0.71 * Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720. * Sound effects now sound louder * Revert "Added better quality Pokémon cries, made random overworld cries slightly less loud, added cries for 719 and 720." This reverts commit 8c9296ed1a82144d17f303a52c3f2e9e65a5bfea. * Fixed the cause of why the title screen music plays even when the game is muted * Tabs to spaces * Revert Co-authored-by: darkfire006 <blazer257@live.com> Co-authored-by: JappaWakkaP3D <66885565+JappaWakkaP3D@users.noreply.github.com> Co-authored-by: JappaWakkaP3D <jasper.speelman@outlook.com> Co-authored-by: Vitaly Mikhailov <personal@aragas.org>
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SoundManager.PlaySound("select")
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End If
End If
If enterKey = True Then
Select Case Me.ButtonMode
Case ButtonModes.Key
If s.CurrentText.Length < s.MaxChars Then
Dim st As String = Me.DisplayText
If Me.ButtonMode = ButtonModes.Key Then
If CapsLock = True Then
st = ReturnText.ToUpper()
Else
st = ReturnText.ToLower()
End If
End If
s.CurrentText &= st
If CapsLock = True Then
CapsLock = False
End If
End If
Case ButtonModes.Delete
If s.CurrentText <> "" Then
s.CurrentText = s.CurrentText.Remove(s.CurrentText.Length - 1, 1)
End If
Case ButtonModes.Default
s.CurrentText = s.DefaultName
Case ButtonModes.Enter
s.Confirm()
Case ButtonModes.CapsLock
CapsLock = Not CapsLock
End Select
End If
End Sub
End Class
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End Class