Even with Mouse.Visible=false, the mouse cursor pops up when dialog options are displayed at the bottom of the screen, although it won't move. It goes away again after an option is picked.
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static function Gooey::Animate
(GUIControl* targ,
int norm_viw, int norm_lop,
int min_viw, int min_lop,
int mout_viw, int mout_lop,
int mdown_viw, int mdown_lop,
int mup_viw, int mup_lop)
{
int i = 0;
while (i < 20)
{
if (gooey_animate[i].target == null)
{
gooey_animate[i].target = targ;
gooey_animate[i].norm_view = norm_viw;
gooey_animate[i].norm_loop = norm_lop;
gooey_animate[i].min_view = min_viw;
gooey_animate[i].min_loop = min_lop;
gooey_animate[i].mout_view = mout_viw;
gooey_animate[i].mout_loop = mout_lop;
gooey_animate[i].mdown_view = mdown_viw;
gooey_animate[i].mdown_loop = mdown_lop;
gooey_animate[i].mup_view = mup_viw;
gooey_animate[i].mup_loop = mup_lop;
gooey_animate[i].status = eGooey_None;
return;
}
i++;
}
}
Gooey.Animate(btnHover1, 2, 0, 2, 1, 2, 2, 2, 3, 2, 4);
static function Gooey::Animate
(GUIControl* targ, int views[10])
{
int i = 0;
while (i < 20)
{
if (gooey_animate[i].target == null)
{
int j = 0;
while (j < 20)
{
if (views[j] == null) views[j] = 0;
j++;
}
gooey_animate[i].target = targ;
gooey_animate[i].norm_view = views[0];
gooey_animate[i].norm_loop = views[1];
gooey_animate[i].min_view = views[2];
gooey_animate[i].min_loop = views[3];
gooey_animate[i].mout_view = views[4];
gooey_animate[i].mout_loop = views[5];
gooey_animate[i].mdown_view = views[6];
gooey_animate[i].mdown_loop = views[7];
gooey_animate[i].mup_view = views[8];
gooey_animate[i].mup_loop = views[9];
gooey_animate[i].status = eGooey_None;
return;
}
i++;
}
}
int view[10];
view[0] = 2;
view[1] = 0;
view[2] = 2;
view[3] = 1;
view[4] = 2;
view[5] = 2;
view[6] = 2;
view[7] = 3;
view[8] = 2;
view[9] = 4;
Gooey.Animate(btnHover1, view);
static function Gooey::Animate()
{
int i = 0;
while (i < 20)
{
if (gooey_animate[i].target == null)
{
gooey_animate[i].target = null;
gooey_animate[i].norm_view = 0;
gooey_animate[i].norm_loop = 0;
gooey_animate[i].min_view = 0;
gooey_animate[i].min_loop = 0;
gooey_animate[i].mout_view = 0;
gooey_animate[i].mout_loop = 0;
gooey_animate[i].mdown_view = 0;
gooey_animate[i].mdown_loop = 0;
gooey_animate[i].mup_view = 0;
gooey_animate[i].mup_loop = 0;
gooey_animate[i].status = eGooey_None;
return i;
}
i++;
}
}
int i = Gooey::Animate();
gooey_animate[i].target = btnHover1;
gooey_animate[i].norm_view = 2;
gooey_animate[i].norm_loop = 0;
gooey_animate[i].min_view = 2;
gooey_animate[i].min_loop = 1;
gooey_animate[i].mout_view = 2;
gooey_animate[i].mout_loop = 2;
gooey_animate[i].mdown_view = 2;
gooey_animate[i].mdown_loop = 3;
gooey_animate[i].mup_view = 2;
gooey_animate[i].mup_loop = 4;
Quote
function SaveDatedScreenShot()
{
DateTime *dt = DateTime.Now;
String filename = String.Format("%02d-%02d-%04d - %02d:%02d:%02d.bmp", dt.DayOfMonth, dt.Month, dt.Year, dt.Hour, dt.Minute, dt.Second);
SaveScreenShot(filename);
}
Quote
// Just a secondary function to check if a file exists, it's more organized than merging it with the primary one
function file_exists(String name)
{
File *test = File.Open(name, eFileRead);
if (test == null)
{
return false;
}
else
{
test.Close();
return true;
}
}
function SaveNumberedScreenShot()
{
int i = 0;
String filename = "screen0.bmp";
// This loop detects the highest "unused" number, so players can delete and resort screenshots at will externally
while (file_exists(filename))
{
i++;
filename = String.Format("screen%d.bmp", i);
}
SaveScreenShot(filename);
}
int i;
{
i = 1;
Confirm.Show(...);
}
(...)
{
i = 2;
Confirm.Show(.....);
}
function Confirm_btnYes_Click(GUIControl *control, MouseButton button) {
Confirm.Hide();
if (i == 1) {
// do stuff for left-button in dialog 1
} else if (i == 2) {
// do stuff for left-button in dialog 2
}
// etc.
}
function Confirm_btnNo_Click(GUIControl *control, MouseButton button) {
Confirm.Hide();
if (i == 1) {
// do stuff for right-button in dialog 1
} else if (i == 2) {
// do stuff for right-button in dialog 2
}
// etc.
}
Quote
AGS Editor Error
---------------------------
Mismatched scripts, no sectionend was found for ' #sectionend btnNo_Click '. Do not attempt to manually remove script functions.
Quote from: SSH on Tue 20/09/2005 10:44:42Well since my game uses one of those, I decided to convert it into a module. I had a look at the guidelines for modules and tried to follow what I understood, hope I didn't do anything wrong. Instructions and more detailed info included inside.
A savegame with screenshots module/GUE that has a list of game titles and a single screenshot displayed, rather than my one that shows multiple screenshots at a time
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