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- // this in your menu
- else if (g_iActiveMenuIndex == 4)// Keyboard test
- { // not sure about the exact syntax of DISPLAY_ONSCREEN_KEYBOARD yet, but it works like this.
- GAMEPLAY::DISPLAY_ONSCREEN_KEYBOARD(0, "Enter Something", "", "", "", "", "", 40);
- g_bKeyBoardDisplayed = true;
- }
- //this somewhere in your hook
- if (g_bKeyBoardDisplayed)
- {
- //Status Codes :
- //0 - User still editing
- //1 - User has finished editing
- //2 - User has canceled editing
- //3 - Keyboard isn't active
- if (GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD() == 1)
- {
- g_bKeyBoardDisplayed = false;
- DisplayMessage(GAMEPLAY::GET_ONSCREEN_KEYBOARD_RESULT(), 2);
- //finished typing
- }
- else if (GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD() == 2)
- {
- g_bKeyBoardDisplayed = false;
- DisplayMessage("Cancelled keyboard", 2);
- // cancelled
- }
- else if (GAMEPLAY::UPDATE_ONSCREEN_KEYBOARD() == 3)
- {
- g_bKeyBoardDisplayed = false;
- DisplayMessage("There's no keyboard??", 2);
- // no keyboard appeared?? not sure
- }
- }
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