Implement dialog result
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@@ -51,6 +51,10 @@ class DialogButton
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this.height = background.surface.h;
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this.result = result;
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}
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bool colDetect(int x, int y)
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{
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return x >= this.x && y >= this.y && this.x + this.width > x && this.y + this.height > y;
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}
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}
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class DialogResources
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@@ -107,19 +111,25 @@ class Dialog : DialogBase
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}
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void renderButton(DialogButton button)
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{
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int mx, my;
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if (button.isPressed)
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{
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mx += 2;
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my += 2;
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}
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glDepthMask(GL_FALSE);
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glEnable(GL_TEXTURE_2D);
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glColor3ub(255, 255, 255);
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glBindTexture(GL_TEXTURE_2D, button.background.glTexture);
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glBegin(GL_QUADS);
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glTexCoord2i(0, 0);
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glVertex2i(button.x, button.y);
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glVertex2i(button.x + mx, button.y + my);
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glTexCoord2i(1, 0);
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glVertex2i(button.x + button.width, button.y);
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glVertex2i(button.x + button.width + mx, button.y + my);
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glTexCoord2i(1, 1);
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glVertex2i(button.x + button.width, button.y + button.height);
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glVertex2i(button.x + button.width + mx, button.y + button.height + my);
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glTexCoord2i(0, 1);
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glVertex2i(button.x, button.y + button.height);
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glVertex2i(button.x + mx, button.y + button.height + my);
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glEnd();
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glDisable(GL_TEXTURE_2D);
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glDepthMask(GL_TRUE);
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@@ -134,6 +144,7 @@ class Dialog : DialogBase
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}
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}
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int show(wstring text)
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{
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petitcom.dialog = this;
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@@ -154,9 +165,24 @@ class Dialog : DialogBase
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DialogResult.CANCEL
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)
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];
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while (true)
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bool isPressed;
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while (!isPressed)
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{
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auto to = petitcom.touchPosition();
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auto x = to.display1X;
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auto y = to.display1Y;
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foreach (b; buttons)
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{
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if (to.tm == 1 && b.colDetect(x, y))
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{
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b.isPressed = true;
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}
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else if (b.isPressed && to.tm < 1)
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{
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result = b.result;
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isPressed = true;
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}
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}
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SDL_Delay(16);
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}
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petitcom.hideTouchScreen();
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