// ---------------------------------------------------------------------------- void MessageDialog::loadedFromFile() { LabelWidget* message = getWidget<LabelWidget>("title"); message->setText( m_msg, false ); // If the dialog is a simple 'OK' dialog, then hide the "Yes" button and // change "Cancel" to "OK" if (m_type == MessageDialog::MESSAGE_DIALOG_OK) { ButtonWidget* yesbtn = getWidget<ButtonWidget>("confirm"); yesbtn->setVisible(false); ButtonWidget* cancelbtn = getWidget<ButtonWidget>("cancel"); cancelbtn->setText(_("OK")); cancelbtn->setFocusForPlayer(PLAYER_ID_GAME_MASTER); } else if (m_type == MessageDialog::MESSAGE_DIALOG_YESNO) { ButtonWidget* cancelbtn = getWidget<ButtonWidget>("cancel"); cancelbtn->setText(_("No")); } else if (m_type == MessageDialog::MESSAGE_DIALOG_OK_CANCEL) { // In case of a OK_CANCEL dialog, change the text from 'Yes' to 'Ok' ButtonWidget* yesbtn = getWidget<ButtonWidget>("confirm"); yesbtn->setText(_("OK")); } }
void MessageDialog::doInit(MessageDialogType type, IConfirmDialogListener* listener, bool own_listener) { if (StateManager::get()->getGameState() == GUIEngine::GAME) { World::getWorld()->schedulePause(World::IN_GAME_MENU_PHASE); } loadFromFile("confirm_dialog.stkgui"); m_listener = listener; m_own_listener = own_listener; LabelWidget* message = getWidget<LabelWidget>("title"); message->setText( m_msg.c_str(), false ); // If the dialog is a simple 'OK' dialog, then hide the "Yes" button and // change "Cancel" to "OK" if (type == MessageDialog::MESSAGE_DIALOG_OK) { ButtonWidget* yesbtn = getWidget<ButtonWidget>("confirm"); yesbtn->setVisible(false); ButtonWidget* cancelbtn = getWidget<ButtonWidget>("cancel"); cancelbtn->setText(_("OK")); cancelbtn->setFocusForPlayer(PLAYER_ID_GAME_MASTER); } else if (type == MessageDialog::MESSAGE_DIALOG_YESNO) { ButtonWidget* yesbtn = getWidget<ButtonWidget>("confirm"); ButtonWidget* cancelbtn = getWidget<ButtonWidget>("cancel"); cancelbtn->setText(_("No")); } else if (type == MessageDialog::MESSAGE_DIALOG_OK_CANCEL) { // In case of a OK_CANCEL dialog, change the text from 'Yes' to 'Ok' ButtonWidget* yesbtn = getWidget<ButtonWidget>("confirm"); yesbtn->setText(_("OK")); } }
void MessageDialog::doInit(irr::core::stringw msg, MessageDialogType type, IConfirmDialogListener* listener, bool own_listener) { loadFromFile("confirm_dialog.stkgui"); m_listener = listener; m_own_listener = own_listener; LabelWidget* message = getWidget<LabelWidget>("title"); message->setText( msg.c_str(), false ); // If the dialog is a simple 'OK' dialog, then hide the "Yes" button and // change "Cancel" to "OK" if (type == MessageDialog::MESSAGE_DIALOG_OK) { ButtonWidget* yesbtn = getWidget<ButtonWidget>("confirm"); yesbtn->setVisible(false); ButtonWidget* cancelbtn = getWidget<ButtonWidget>("cancel"); cancelbtn->setText(_("OK")); cancelbtn->setFocusForPlayer(PLAYER_ID_GAME_MASTER); } }