Adventure Game Studio

AGS Support => Modules, Plugins & Tools => Topic started by: SSH on Fri 12/05/2006 10:34:50

Title: MODULE: MultiTextBox v1.00 - Handle multiple text boxes
Post by: SSH on Fri 12/05/2006 10:34:50
Text boxes can be handy to get input, but if you ever have more than one onscreen you may find that the user is typing in all of them at once, even if there is a popup modal GUI... so, this module automatically handles multiple text boxes. All are disabled at game start and are enabled when clicked on. Also, if a GUI gets turned on during the game that had a single textbox on it, that textbox is enabled.

Download MultiTextBox here (http://ssh.me.uk/MultiTextBox.zip) requires AGS 2.71
Title: Re: MODULE: MultiTextBox v1.00 - Handle multiple text boxes
Post by: Pumaman on Sat 13/05/2006 12:03:03
SSH, the Module Machine! :)
Title: Re: MODULE: MultiTextBox v1.00 - Handle multiple text boxes
Post by: Nathan23 on Mon 15/05/2006 22:42:45
Sounds Interesting, I will try it ;)
Title: Re: MODULE: MultiTextBox v1.00 - Handle multiple text boxes
Post by: TheManInBoots on Mon 24/02/2020 02:20:44
Does anyone still have the file and can post it or share a link? The link here is outdated...
Title: Re: MODULE: MultiTextBox v1.00 - Handle multiple text boxes
Post by: Privateer Puddin' on Mon 24/02/2020 02:32:08
Quote from: TheManInBoots on Mon 24/02/2020 02:20:44
Does anyone still have the file and can post it or share a link? The link here is outdated...

https://www.dropbox.com/s/mcfvx54rv5w6u6m/MultiTextBox.zip?dl=0
Title: Re: MODULE: MultiTextBox v1.00 - Handle multiple text boxes
Post by: TheManInBoots on Mon 24/02/2020 18:48:22

Thanks
Title: Re: MODULE: MultiTextBox v1.00 - Handle multiple text boxes
Post by: Khris on Sun 27/07/2025 13:43:21
The module required two small fixes to work with AGS 3.62:

Here's the download: MultiTextBox v1.1 (https://drive.google.com/file/d/1xp7OUBGeU4koDfRe_tkCdF2Cg0iWdmL3/view?usp=sharing)

The fixes:
// header
#define AGS_MAX_GUIS 100 // AGS_MAX_GUIS no longer exists engine-side

// main script, line 54
  if (minlab != null) minlab.TextColor=color; // caused null-pointer error if no label exists