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Creating Custom Save and Load Dialogs: Difference between revisions
Creating Custom Save and Load Dialogs (view source)
Revision as of 07:10, 11 August 2006
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== Introduction == | == Introduction == | ||
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== Applying To a Load GUI == | == Applying To a Load GUI == | ||
Applying this to a "load" GUI would be fairly easy. Simply create a nearly identical GUI to the "Save" one and, in the element script names, replace all instances of the word "Save" with "Load". Do the same with the "Cancel", "Delete", and "List Box" code, and those will be ready. The only real difference would be the "Load" button, which you would change to this: | Applying this to a "load" GUI would be fairly easy. Simply create a nearly identical GUI to the "Save" one and, in the element script names, replace all instances of the word "Save" with "Load". Do the same with the "Cancel", "Delete", and "List Box" code, and those will be ready. The load dialogue probably doesn't need the Text Box element. The only real difference would be the "Load" button, which you would change to this: | ||
<code> | <code> | ||
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return; | return; | ||
} | } | ||
if( | if(lstLoadGames.SelectedIndex == -1) //no highlighted item | ||
{ | { | ||
Display("Please select a saved game to be loaded"); | Display("Please select a saved game to be loaded"); | ||
} | } | ||
else if( | else if(lstLoadGames.SelectedIndex >= 0) //an item is selected... | ||
{ | { | ||
RestoreGameSlot(savegameindex[lstLoadGames.SelectedIndex]); | RestoreGameSlot(savegameindex[lstLoadGames.SelectedIndex]); | ||
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1) On the save GUI, more than one save can have the same name, leading to considerable confusion (3 saves named "Library", for example). This is because an entered save name is only checked against the highlighted save. | 1) On the save GUI, more than one save can have the same name, leading to considerable confusion (3 saves named "Library", for example). This is because an entered save name is only checked against the highlighted save. | ||