Congrats. That had to be one of the longest beta/patch marathons I've seen for a while.
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Show posts MenuQuote from: Jean-Pascal on Sun 13/11/2022 04:41:56I used to listen to the podcast from time to time during my commute and unfortunately realized this week that the links to all episodes were now dead. I was wondering if they've been archived somewhere by someone by any chance?
This also got me to finally register on the forum after lurking for a long time. So "hi everyone"!![]()
//===========================================================================
//
// DragDropCommon::TryHookGUIControl()
//
//===========================================================================
static bool DragDropCommon::TryHookGUIControl()
{
if (!DragDrop.EvtWantObject)
return false;
GUIControl *gc;
// TODO: pixel perfect detection
gc = GUIControl.GetAtScreenXY(DragDrop.DragStartX, DragDrop.DragStartY);
if (gc == null)
return false;
if (DDSet.TestClickable && !gc.Clickable)
return false;
DDState._GUIControl = gc;
DragDrop.HookObject(eDragDropGUIControl, gc.X, gc.Y);
// Allow for GhostGUI/GhostOverlay when dealing with GUIControls that
// are buttons
if (DDSet.Move != eDDCmnMoveSelf)
{
if (gc.AsButton != null)
{
int sprite = gc.AsButton.Graphic;
DDState.CreateRepresentation(DDSet.Move, gc.X, gc.Y, gc.OwningGUI.X, gc.OwningGUI.Y, sprite,
DDSet.GhostTransparency, DDSet.GhostAlpha);
}
}
return true;
}
Quote from: Crimson Wizard on Fri 23/12/2022 23:00:05@vga256,
Another workaround would be to only support controls which are drawn using sprites:
* Empty GUIs with background image and nothing else;
* Buttons which have a graphic assigned to them.
With the current module though, you would have to resort to scripting a custom drag-drop mode. The easiest method may be to replicate "Ghost GUI" or "Ghost Overlay", but let it set any image instead of knowing what AGS object you're dragging. You may follow examples in documentation, or use either demo game or DragDropCommon module as an example.
Quote from: eri0o on Sat 10/12/2022 19:36:41I managed to reproduce the above (thanks @vga256 !), I opened an issue here:
https://github.com/adventuregamestudio/ags/issues/1847
Object *roomObject = Object.GetAtRoomXY(testDropPosition.x, testDropPosition.y);
if (roomObject != null)
Display("Found object!");
Quote from: Crimson Wizard on Sun 24/07/2022 17:01:04
I think our current thought is to shift to developing "AGS 4" and only keep 3.* branch for perfomance improvements. This is way long overdue.
Windows[gDottedWindow.ID].Vertical = new WindowExpansion;
Windows[gDottedWindow.ID].guiID = gDottedWindow.ID;
Windows[gDottedWindow.ID].Panel = RightPanel;
Windows[gDottedWindow.ID].Vertical.ExpandedSize = gDottedWindow.Height;
Windows[gDottedWindow.ID].Vertical.CollapsedSize = WINDOW_TITLEBAR_HEIGHT;
gDottedWindow.AddToStack();
if (currentGUISelected.GetProperty("IsExpandable"))
{
ExpandGUI(currentGUISelected);
currentGUISelected.GetProperty("ExpansionState") = true;
}
Quote from: cat on Fri 10/06/2022 09:30:27
About the technical parts: I added two main features on top of the module - setting it up in a way that a certain stroke order has to be followed and that strokes start and end within a given area. I think I also modified the the module interface a bit to support specific angles, but I will have to take a closer look at the code to be sure. I sadly was not able to add support for curved gestures. tbh most of the code in Besh's module was way above my head
Quote from: keelan2000 on Wed 04/05/2022 01:44:36
My name is Keegan. I'm from the US and I'm a newbie! I have very little coding experience and absolutely no game dev experience. My background is in video production/filmmaking. I'm trying to make a first-person PnC horror game based on an unfinished animated horror short that I half-made.
int TweenPanning(this AudioChannel*, float timing, int fromPanning, int toPanning, TweenEasingType easingType, TweenStyle style, float startDelay, TweenTimingType timingType) {
return _StartAudioTween(_eTweenAudioChannelPanning, this, timing, TweenMaths.ClampInt(toPanning, -100, 100), 0, TweenMaths.ClampInt(fromPanning, -100, 100), 0, easingType, style, startDelay, timingType);
import int TweenPanning(this AudioChannel*, float timing, int fromPanning, int toPanning, TweenEasingType easingType=Tween_EASING_TYPE_AUDIO, TweenStyle style=Tween_STYLE_AUDIO, float startDelay=Tween_START_DELAY_AUDIO, TweenTimingType timingType=Tween_TIMING_AUDIO);
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