[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
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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.
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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.
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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.
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Yes.
Quote:
then u can use it with showdialog?
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Yes.
Quote:
and if yes wheres the dialogstyle set?
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Same place it has always been set, look up "ShowPlayerDialog" on the Wiki.
Quote:
and do i need hide dialog?
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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.
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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?