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@ -309,7 +309,7 @@ void selgame_GameSelection_Select(int value)
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vecSelGameDialog.push_back(std::make_unique<UiArtText>(_("Enter address").c_str(), rect4, UiFlags::AlignCenter | UiFlags::FontSize30 | UiFlags::ColorUiSilver, 3)); |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 }; |
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vecSelGameDialog.push_back(std::make_unique<UiEdit>(_("Enter address").c_str(), selgame_Ip, 128, false, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold)); |
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vecSelGameDialog.push_back(std::make_unique<UiEdit>(_("Enter address"), selgame_Ip, 128, false, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); |
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@ -524,7 +524,7 @@ void selgame_Password_Init(int /*value*/)
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// Allow password to be empty only when joining games
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bool allowEmpty = selgame_selectedGame == 2; |
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SDL_Rect rect5 = { (Sint16)(PANEL_LEFT + 305), (Sint16)(UI_OFFSET_Y + 314), 285, 33 }; |
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vecSelGameDialog.push_back(std::make_unique<UiEdit>(_("Enter Password").c_str(), selgame_Password, 15, allowEmpty, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold)); |
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vecSelGameDialog.push_back(std::make_unique<UiEdit>(_("Enter Password"), selgame_Password, 15, allowEmpty, rect5, UiFlags::FontSize24 | UiFlags::ColorUiGold)); |
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SDL_Rect rect6 = { (Sint16)(PANEL_LEFT + 299), (Sint16)(UI_OFFSET_Y + 427), 140, 35 }; |
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vecSelGameDialog.push_back(std::make_unique<UiArtTextButton>(_("OK"), &UiFocusNavigationSelect, rect6, UiFlags::AlignCenter | UiFlags::VerticalCenter | UiFlags::FontSize30 | UiFlags::ColorUiGold)); |
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