Qt popup dialog input vs '&'
I'm not sure whether any yn_function() calls include ampersand in the list of acceptable choices but if any did, the button for that character would have shown up blank. (Clicking on it would have successfully produced '&' as player's input though.)
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@@ -1,4 +1,4 @@
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.341 $ $NHDT-Date: 1603666043 2020/10/25 22:47:23 $
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NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.342 $ $NHDT-Date: 1603741470 2020/10/26 19:44:30 $
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General Fixes and Modified Features
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-----------------------------------
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@@ -458,6 +458,7 @@ Qt: rename toolbar button "Get" and action menu choice "Get" to "Pick up"
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Qt: status icons for alignment|hunger|encumbrance which started out centered
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relative to the label text below them would shift to being left
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justified when status got updated
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Qt: handle '&' properly if it occurs as part of yn_function popup dialog
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Qt+OSX: fix control key
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Qt+OSX: rename menu entry "nethack->Preferences..." for invoking nethack's
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'O' command to "Game->Run-time options" and entry "Game->Qt settings"
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@@ -246,6 +246,17 @@ char NetHackQtYnDialog::Exec()
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case '\033': // won't happen; ESC is hidden
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button_name = "Esc";
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break;
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case '&':
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// ampersand is used as a hidden quote char to flag
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// next character as a keyboard shortcut associated
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// with the current action--that's inappropriate here;
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// two consecutive ampersands are needed to display
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// one in a button label; first check whether caller
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// has already done that, skip this one if so
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if (i > 0 && ch[i - 1].cell() == QChar('&'))
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continue; // next i
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button_name = "&&";
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break;
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}
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}
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button=new QPushButton(button_name);
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