GUI Transparency Draw Order Issue (SOLVED)

Started by subspark, Mon 09/04/2007 05:10:49

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subspark

Hi all. I'm working on a DiG/Sam & max Style interface where you click a little icon in the bottom left corner for a popup inventory to display. The problem is I have a grid for the inventory items however the fill clor is black and I want the fill color to be 70% transparent. For this I have set up 2 GUis, one is the Inventory (with bitmap grid and icons) which has a zOrder of 2 and the other is the Inventory Backboard with a zOrder of 1
I'm using FadingThingsNonBlocking to afde in the two GUis however only one draws itself depending on which gui was told to fade in first.

For example:
Code: ags

string buffer;
if (interface == ACTIONS) {
//	Inventory GUI
//-----------------------------------------------------
if (button == 0) {
		FadeGuiIn_NoBlock(gInventory,0,-15);
}                              FadeGuiIn_NoBlock(gInventoryback,30,-15);


Any ideas?

Cheers,
Sparx.

Scorpiorus

I just took a quick look into the module and from what I can see there is a bug where it won't fade in more than one GUI at a time.

To fix it, open the module script, search for the line #168...
Code: ags

...
if (Fading3 < MAXGUI) Fading1 ++;
...


...and replace its code with the following one:
Code: ags

...
if (Fading3 < MAXGUI) Fading3 ++;
...

subspark

Thankyou. This issue is solved.

Beers to you.

Lazarus

Thanks to Scorpiorus for spotting my error and the module has now been updated.

Also it's nice to see people using the module, good luck with your project
*Currently using AGS Editor 2.70 (Build 2.70.601)*

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