Still missing is the support screen (functionally identical to the
credit screen)
This also fixes a long standing issue with the menu code where it would
some times return the index and some times the value of the selected
menu item. It now always returns the index and reciver must look up the
value.
Text mode is on by default. Calling SDL_StartTextInput() will start the
virual keyboard, but does not allow for a default value. Calling it as
well as switch_start_text_input() will start the keyboard a secound
time.
We still turn TextInput off on other platforms when it's not needed as
it can require additional resources.
Text mode is on by default. Calling SDL_StartTextInput() will start the
virual keyboard, but does not allow for a default value. Calling it as
well as switch_start_text_input() will start the keyboard a secound
time.
We still turn TextInput off on other platforms when it's not needed as
it can require additional resources.
Fixes#566
The hero is unloaded before entering this screen from a game, hacking
the game to track the hero level would not work with single player
(planned to also have a select screen) so the only proper solution is to
load the info from the save game. Using gszHero allows us to stay synced
with the engine.
Previously the clipboard contents were limited to
SDL_TEXTINPUTEVENT_TEXT_SIZE-1 (31 characters).
This is not necessary since the contents of the clipboard are written
directly to the UI element's buffer.
This is especially useful when pasting IPv6 addresses.
Tthis code simply logs the save time of a multiplayer game in the
register database, this was likly done as part of an anti cheat scheme
(the key was "Video Player"), but appears to have since been disabled.
Probably to allow moving save games between PC's which was supported
when better Windows 2000 support was added.