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[REL] Dwrap, no more conflictions. - Printable Version

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[REL] Dwrap, no more conflictions. - Donny_k - 15.10.2009

Dwrap is just a simple library to help solve the issue with conflicting dialog ids in our scripts, credit to Zeex for the idea and ****** for the tweak, all I did was put it in a library and added a few macros.

I've included a few defines and natives in the include also to make things quicker for scripters and there is an example of it's use at the bottom of the file.

Download: source on Pastebun.

Any bugs or issues you have or can think of which may occur then please let me know.


Re: [REL] Dwrap, no more conflictions. - Joe Staff - 15.10.2009

Great work.


Lol, pastebun


Re: [REL] Dwrap, no more conflictions. - Donny_k - 15.10.2009

Quote:
Originally Posted by Joe Staff
Great work.


Lol, pastebun
Thanks and "pastebun" lmao, you know that's staying


Re: [REL] Dwrap, no more conflictions. - saiberfun - 16.10.2009

lolled at pastebun
but what does this actually do.
I don't have time to read and understand the script.


Re: [REL] Dwrap, no more conflictions. - Donny_k - 16.10.2009

Quote:
Originally Posted by ┤ŞąiBЄЯҒПŋ├
lolled at pastebun
but what does this actually do.
I don't have time to read and understand the script.
AddDialog() ~ signs a property value to your dialog id so it won't conflict with other dialogs, no more need for macros, use a variable
HideDialog() ~ removes the dialog from your screen
ShowDialog* ~ shows a dialog of the type you used, each macro is different (msgbox, input, list) so no need to use DIALOG_STYLE_*

There is an example at the bottom of the script.


Re: [REL] Dwrap, no more conflictions. - Matthew_Murdoch - 16.10.2009

So in general...what does this do.


Re: [REL] Dwrap, no more conflictions. - Westie - 16.10.2009

Reserves a number between zero and 2^31, which you can use to reserve dialogue IDs.


Re: [REL] Dwrap, no more conflictions. - saiberfun - 16.10.2009

Quote:
Originally Posted by Donny
Quote:
Originally Posted by ┤ŞąiBЄЯҒПŋ├
lolled at pastebun
but what does this actually do.
I don't have time to read and understand the script.
AddDialog() ~ signs a property value to your dialog id so it won't conflict with other dialogs, no more need for macros, use a variable
HideDialog() ~ removes the dialog from your screen
ShowDialog* ~ shows a dialog of the type you used, each macro is different (msgbox, input, list) so no need to use DIALOG_STYLE_*

There is an example at the bottom of the script.
ok so adddialog basicly reserves an id.
then u can use it with showdialog? and if yes wheres the dialogstyle set?
and do i need hide dialog?


Re: [REL] Dwrap, no more conflictions. - Donny_k - 16.10.2009

Quote:
Originally Posted by ┤ŞąiBЄЯҒПŋ├
ok so adddialog basicly reserves an id.
Yes.

Quote:

then u can use it with showdialog?

Yes.

Quote:

and if yes wheres the dialogstyle set?

Same place it has always been set, look up "ShowPlayerDialog" on the Wiki.

Quote:

and do i need hide dialog?

I don't know do you ?

It's upto you if you want to hide a dialog not me dude.


Re: [REL] Dwrap, no more conflictions. - saiberfun - 16.10.2009

Quote:
Originally Posted by Donny
I don't know do you ?

It's upto you if you want to hide a dialog not me dude.
hehe i kno
just i don'T get what it should be for
cuz they hide anywayz if a button gets used or enter is press don't they?