[REL] Dwrap, no more conflictions.
#1

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.
Reply
#2

Great work.


Lol, pastebun
Reply
#3

Quote:
Originally Posted by Joe Staff
Great work.


Lol, pastebun
Thanks and "pastebun" lmao, you know that's staying
Reply
#4

lolled at pastebun
but what does this actually do.
I don't have time to read and understand the script.
Reply
#5

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.
Reply
#6

So in general...what does this do.
Reply
#7

Reserves a number between zero and 2^31, which you can use to reserve dialogue IDs.
Reply
#8

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?
Reply
#9

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.
Reply
#10

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?
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)