[Include] Dialogs include - Adding new styles to SAMP GUI
#1

PreviewModelDialog.inc

Version: 4.7.2 || Last Updated: 14 October, 2019
This include introduces you to a new dialog style: "DIALOG_STYLE_PREVIEW_MODEL". A SA-MP looking like dialog with both standard buttons but with preview models in a list form!

For preview of dialogs, skip down to examples for photos.

Functionality:
  • No size limits
    Because of Pawn-Memory, all listitems are allocated dynamically, that means you can have as many listitems a you want!

  • No pre-allocation of memory
    The memory for storing player dialog's listitems data is done during run-time, no pre-allocated memory at all! So no big .amx sizes!

  • Big enough preview
    A fairly large and intractable preview model listitem textdraw/button allowing you to clearly view models!

  • Rotation and Zoom buttons
    You can rotate Z-angle of each listitem while you are viewing the dialog, this is an in-game feature accessed by the player viewing the dialog.

    Similarly, you have another couple buttons for increasing/decreasing model's zoom.

    Preview:


  • A perfect scroll bar
    Scrollbar is made of Sprite (LD_SPAC:WHITE) allowing a perfect measurement of length according to page size!

  • GameText codes in listitems
    Since the dialog is made with pure textdraws, you can use label codes (e.g. ~n~ - switch line or ~r~ - red color) in preview model's labeltext.

  • Hooked ShowPlayerDialog
    Support samp dialog function "ShowPlayerDialog" and you can handle response under "OnDialogResponse". Check the examples for how to use.

  • Adding custom rotation/color
    You can set each model rotation using a simple string pattern while making the dialog's list.

    Example:
    We will make a list of 3 cars each set to rotation(0.0, 0.0, -50.0, 1.0).
    Notice: The highlighted bracketed string, that's how you set rotation.
    Code:
    400(0.0, 0.0, -50.0, 1.0)\tLandstalker\n\
    401(0.0, 0.0, -50.0, 1.0)\tBravura\n\
    402(0.0, 0.0, -50.0, 1.0)\tBuffalo
    Example2:
    Here we will only modify the first car with rotation(0.0, 0.0, 0.0, 0.75) and also colors(0, 6).
    Notice: The rest models will have default values for rotation(0.0, 0.0, -45.0, 1.0) and colors(-1, -1).
    Code:
    522(0.0, 0.0, 0.0, 0.75, 0, 6)\tNRG-500\n\
    523\tHPV1000\n\
    521\tFCR-900
    Conclusion:
    So basically this is the pattern for making listitems:
    Code:
    modelid(ROTX, ROTY, ROTZ, ZOOM, COLOR1, COLOR2)\tTEXT
    * CAPS: capital parameters are optional!
Example: Basic ShowPlayerDialog

A simple skin selection dialog with all samp skins as listitems.



Source:
PHP Code:
CMD:skins(playerid) {
    const 
MAX_SKINS 312;
    new 
subString[16];
    static 
string[MAX_SKINS sizeof(subString)];
    if (
string[0] == EOS) {
        for (new 
iMAX_SKINSi++) {
            
format(subStringsizeof(subString), "%i\tID: %i\n"ii);
            
strcat(stringsubString);
        }
    }
    return 
ShowPlayerDialog(playerid0DIALOG_STYLE_PREVIEW_MODEL"Skin Selection Dialog"string"Select""Cancel");
}
public 
OnDialogResponse(playeriddialogidresponselistiteminputtext[]) {
    if (
dialogid == 0) {
        if (
response) {
            
SetPlayerSkin(playeridlistitem);
            
GameTextForPlayer(playerid"~g~Skin Changed!"30003);
        }
    }
    return 
1;

Example: Modified Rotations in ShowPlayerDialog

A simple weapon shop dialog, you can modify the array, add/delete weapons from it and the dialog shape itself!
You can also see i used custom rotations for each listitem in this dialog.



Source:
PHP Code:
enum E_WEAPON_SHOP_DATA {
    
WEAPON_MODELID,
    
WEAPON_NAME[35],
    
WEAPON_PRICE,
    
WEAPON_AMMO,
    
WEAPON_ID
};
new const 
WEAPON_SHOP[][E_WEAPON_SHOP_DATA] = {
    {
335"Knife"01WEAPON_KNIFE},
    {
341"Chainsaw"15001WEAPON_CHAINSAW},
    {
342"Grenade"15451WEAPON_GRENADE},
    {
343"Moltove"17451WEAPON_MOLTOV},
    {
347"Silenced 9mm"1500150WEAPON_SILENCED},
    {
348"Desert Eagle"3199150WEAPON_DEAGLE},
    {
350"Sawed Off Shotgun"4999100WEAPON_SAWEDOFF},
    {
351"Spas12 Shotgun"3870100WEAPON_SHOTGSPA},
    {
352"Micro-UZI"3500300WEAPON_UZI},
    {
353"MP5"2999200WEAPON_MP5},
    {
372"Tec-9"3500300WEAPON_TEC9},
    {
358"Sniper Rifle"499950WEAPON_SNIPER},
    {
355"Ak47"2999200WEAPON_AK47},
    {
356"M4"3155200WEAPON_M4},
    {
359"RPG"19991WEAPON_ROCKETLAUNCHER},
    {
361"Flamethrower"3500350WEAPON_FLAMETHROWER},
    {
362"Minigun"10000350WEAPON_MINIGUN},
    {
363"Satchel Charge"19992WEAPON_SATCHEL},
    {
365"Spray Can"800200WEAPON_SPRAYCAN},
    {
366"Fire Extinguisher"855200WEAPON_FIREEXTINGUISHER}
};
CMD:weapons(playerid) {
    new 
subString[64];
    static 
string[sizeof(WEAPON_SHOP) * sizeof(subString)];
    if (
string[0] == EOS) {
        for (new 
isizeof(WEAPON_SHOP); i++) {
            
format(subStringsizeof(subString), "%i(0.0, 0.0, -50.0, 1.5)\t%s~n~~g~~h~$%i\n"WEAPON_SHOP[i][WEAPON_MODELID], WEAPON_SHOP[i][WEAPON_NAME], WEAPON_SHOP[i][WEAPON_PRICE]);
            
strcat(stringsubString);
        }
    }
    return 
ShowPlayerDialog(playerid1DIALOG_STYLE_PREVIEW_MODEL"Weapon Shop Dialog"string"Purchase""Cancel");
}
public 
OnDialogResponse(playeriddialogidresponselistiteminputtext[]) {
    if (
dialogid == 1) {
        if (
response) {
            if (
GetPlayerMoney(playerid) < WEAPON_SHOP[listitem][WEAPON_PRICE]) {
                
SendClientMessage(playerid0xAA0000FF"Not enough money to purchase this gun!");
                return 
cmd_weapons(playerid);
            }
            
            
GivePlayerMoney(playerid, -WEAPON_SHOP[listitem][WEAPON_PRICE]);
            
GivePlayerWeapon(playeridWEAPON_SHOP[listitem][WEAPON_ID], WEAPON_SHOP[listitem][WEAPON_AMMO]);
            
            
GameTextForPlayer(playerid"~g~Gun Purchased!"30003);
        }
    }
    return 
1;

Download:

PreviewModelDialog.inc: https://github.com/Agneese-Saini/SA-...ginVersion.inc

PreviewModelDialog.inc (plugin-free-version): https://github.com/Agneese-Saini/SA-...reeVersion.inc

If you are using the recommended version i.e. memory plugin version, you'll need to download and install Pawn-Memory plugin, link below.
pawn-memory.dll/.so: https://sampforum.blast.hk/showthread.php?tid=645166
Reply
#2

Great job man!
Reply
#3

Thanks^

UPDATE R2 - 6th April, 2015
  • Fixed NEXT and PREVIOUS buttons
  • Fixed Selecting bug
  • Fixed Buttons configurations
  • STABLE Version released!
Reply
#4

Nice work! Looks sick! *appreciated*.
Reply
#5

Nice,btw i was working on an include like this to release too.
Reply
#6

pawn Code:
public OnPlayerConnect(playerid)
{
        Dialog_Reset(playerid);
Why bother? It's done in OnPlayerDisconnect().

Line 189:
pawn Code:
format(gPlayerList[playerid][i][E_desc], 28, "");
// Do this
gPlayerList[playerid][i][E_desc][0] = '\0';
You for got to clean up playerdraws in OnGameModeExit() / OnFilterScriptExit()
Reply
#7

Sorry, but it's look neat
Reply
#8

Quote:
Originally Posted by Pottus
View Post
pawn Code:
public OnPlayerConnect(playerid)
{
        Dialog_Reset(playerid);
Why bother? It's done in OnPlayerDisconnect().
Maybe because my dialog functions don't check if player is connected!

Quote:
Originally Posted by Pottus
View Post
Line 189:
pawn Code:
format(gPlayerList[playerid][i][E_desc], 28, "");
// Do this
gPlayerList[playerid][i][E_desc][0] = '\0';
You for got to clean up playerdraws in OnGameModeExit() / OnFilterScriptExit()
Player textdraws must be cleaned up when player disconnects.

R3 - 8th April, 2015
  • Fixed header disappearing
  • Converted 3D array system to 2D array, really affect the file's output size
  • Reduced lines, short code!
  • NEW DESIGN
Please download the latest version.
Reply
#9

Nice job buddy. I will use it!

When will this come out:
Reply
#10

Quote:
Originally Posted by ******
View Post
They should! Currently most of those will crash as they don't even check if the player is VALID, let alone connected:

pawn Code:
GetPlayerDialogID(-1); // Crash
Dialog_TotalPages(INVALID_PLAYER_ID); // Crash
// etc...
Why would anyone even perform that function on id -1.
AND, i personally think people have habit to perform such checks like IsPlayerConnected, or maybe a range check... So i didn't bothered to add that! Though now it is done in R4.

All the functions having Dialog_ as prefix are internal functions, i don't recommend people to use them!

Quote:
Originally Posted by ******
View Post
pawn Code:
stock Dialog_TotalPages(playerid)
{
        if((gPlayerTotalModels[playerid] >= MODELS_PER_PAGE) && (gPlayerTotalModels[playerid] % MODELS_PER_PAGE) == 0)
        {
                return (gPlayerTotalModels[playerid] / MODELS_PER_PAGE);
        }
        else return (gPlayerTotalModels[playerid] / MODELS_PER_PAGE) + 1;
}
That is much more simply expressed as:

pawn Code:
stock Dialog_TotalPages(playerid)
{
        return ceildiv(gPlayerTotalModels[playerid], MODELS_PER_PAGE);
}
ceildiv

Obviously with adequate connection checks.
Thats nice & short.

Quote:
Originally Posted by ******
View Post
Why are "Dialog_CreateGlobalTD()" and "Dialog_CreateGlobalButtonsTD()" stock and global? They shouldn't be stock because they are always used (they aren't API functions), and they shouldn't be global because they are purely internal (again, they aren't API functions).
Ok, that can be an alternative.
Why they shouldn't be global, i don't think so you need player textdraws for just a static display.

Quote:
Originally Posted by ******
View Post
Also, there are much better ways to hook the init functions now - both in terms of being script type agnostic, and using more modern ALS methods (applicable for your other callbacks too).
I don't know those new methods, And their benifits?


R4 - 10th April, 2015
  • Add player connection check within the external functions
  • Add double click feature for selecting models directly
  • More shorter code!
Please download the latest version.
Reply
#11

Pretty epic, nice one!
Reply
#12

Thats awesome, I will surely use this for making few selectable stuff.
Reply
#13

Very nice textdraw work there bro!
You surely get some rep+!

BTW, what happens when you run the Prevmodel dialog from a gamemode as well as from a filterscript?
Reply
#14

Quote:
Originally Posted by Qu3esL
View Post
Very nice textdraw work there bro!
You surely get some rep+!

BTW, what happens when you run the Prevmodel dialog from a gamemode as well as from a filterscript?
I have never tried that but maybe that can cause bugs. Cause the textdraws will be made in both the scripts. I think i must create textdraws only in gamemode(init). So it will become necessary to use the include in gamemode and for compatibility between other scripts, you have to include it in them too.
Reply
#15

Hello,

I've got a bug. I tried with 0.3z-R2 and 0.3.7-RC3 (client & server) and this happened.



I used the example script you gave in the initial post with the lastest include release you made.
Reply
#16

Quote:
Originally Posted by ArchB42
View Post
Hello,

I've got a bug. I tried with 0.3z-R2 and 0.3.7-RC3 (client & server) and this happened.



I used the example script you gave in the initial post with the lastest include release you made.
Show your code and do you use player textdraws in your scripts?
Reply
#17

Its awesome.

Its working fine for me!
Reply
#18

Можно код данного диалога?
Reply
#19

Quote:
Originally Posted by Gammix
View Post
Show your code and do you use player textdraws in your scripts?
Quote:
Originally Posted by ArchB42
View Post
I used the example script you gave in the initial post with the lastest include release you made.
I changed nothing in the script, just compiled it with SA-MP 0.3.7 RC3, wasn't working, then with SA-MP 0.3z RC2, wasn't working either. Seems like a texture problem since the blocks you see are the skins with a huge zoom on them.

Maybe I've done something wrong in the process, but as I said, I copy-pasted the example script given in the first post (and used it in a filterscript). I called the filterscript after the server was already launched, I'll try to call it during the launch process to see what happens.
Reply
#20

Quote:
Originally Posted by ArchB42
View Post
I changed nothing in the script, just compiled it with SA-MP 0.3.7 RC3, wasn't working, then with SA-MP 0.3z RC2, wasn't working either. Seems like a texture problem since the blocks you see are the skins with a huge zoom on them.

Maybe I've done something wrong in the process, but as I said, I copy-pasted the example script given in the first post (and used it in a filterscript). I called the filterscript after the server was already launched, I'll try to call it during the launch process to see what happens.
Strange, it worked fine for me and other users. If you are using this in filterscript, make sure you have defined this:
pawn Code:
#define FILTERSCRIPT
at the top of the script.

I'll ask you again, do you use Prevmodel Textdraws in your gamemode or other filterscripts?

And about the model sizes, its default zoom is 0.0, thats why they are appearing like that. Try out
pawn Code:
SetupPrevModelDialog(Float:mx, Float:my, Float:mz, Float:mzoom = 1.0, mbgcolor = 0x4A5A6BFF, hovercolor = 0x8B0000FF, selectcolor = 0x8B0000FF);
.

set the mzoom param to 1.0 or whatever you suits.



EDIT: There will be a new update for the include where the base of dialogs will completely support Player textdraws rather than global textdraws. This will make the system compatible in multi platforms and more efficient.
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