CHECKBOX
{
NAME="MyCheckbox"
X=-420
Y=240
WIDTH=100
HEIGHT=100
DISABLED=FALSE
VISIBLE=TRUE
PARENT_NOTIFY=TRUE
PIXEL_PERFECT=FALSE
FOCUSABLE=FALSE
CENTER_IMAGE=FALSE
PRESSED=TRUE ; initial state: checked or not. true - checked.
IMAGE="checkbox_checked.png" ; image of initial state. should be similar to "PRESSED" state.
SCRIPT="scripts\system\mycheckbox.script"
EDITOR_PROPERTY
{
NAME="Selected"
VALUE="False"
}
}
Example of mycheckbox.script:#include "scripts\base.inc"
on "init" // called immediately after script file has been read.
{
self.SetPressedOnImage("checkbox_checked.png"); // checked image
self.SetPressedOffImage("checkbox_unchecked.png"); // unchecked image.
}
on "checked" // current image of checkbox will be automatically switched to image, that you set in "SetPressedOnImage" call.
{
Game.Msg("checked!");
}
on "unchecked" // same. Automatically will be switched to image you set in "SetPressedOffImage".
{
Game.Msg("unchecked!");
}
+ Added "Type" identifier to in-game debug statistic. Now when mouse is over some object, its will show not "Name: active_object", but "Name: active_object (Type: type_of_object)". Plus little cosmetician changes in text output. const GAMMA_STEP = 5;
Game.SetGammaDefault(249); // let eyes cry...
....
// Imagine that user play with gamma-control slider in your options menu...
var current_gamma = Game.GetGamma();
Game.SetGamma(current_gamma + GAMMA_STEP);
....
// User is done with slider, and he wants to set gamma as it was before he changed it. So assuming he clicking on button like... "Default gamma".
Game.RestoreGamma(); // 249.
+ libpng updated from 1.2.22 to 1.2.41any plans on merging these changes into the main 1.9 WME branch?This question adrresed to me or to Mnemonic?
This question adrresed to me or to Mnemonic?To Mnemonic.
So, Mnemonic - any plans on merging any of these changes into the main 1.9 WME branch?It's up to Kinjal now. Because practically, WME sources are dual-licensed (LGPL versus the proprietary license of WME DevKit), I will only include changes if the authors agree with such dual licensing of their contributions.
most of them seem useful.
It's up to Kinjal now.Sent you link in irc to agreement with sign.
will you agree to the licensing so those of us that use the main branch can use your very useful sounding changes?Of course you can guys.
These changes were tested only a developer?Not sure about others (because no feedback from users), but I & vpin(wme developer, in russian section of forum) uses it, and no any problems we meet in changes/fixes added in Kinjal Edition.
the return being either "windowed", "fullscreen" or "fullscreen2".Just true/false as a result is not enough?
So if possible it would be nice if you can change that.oK.
Yes, something like Game.IsWindowed and Game.IsFullscreen would be great. The booleans are good, I'm just trying to correctly determine what boolean it should use when using the first time (default condition of a switch) in whatever mode the player had initially.Quotethe return being either "windowed", "fullscreen" or "fullscreen2".Just true/false as a result is not enough?
For example: if (Game.IsWindowed) { SetWindowedMode(false); }...
What really lacks is a way to query what window mode the game was started upon in the first placeThere already is the Game.WindowedMode property.
By the way, is it possible to save what Window Mode was selected so on next game start it chooses that setting?Uhmmm I think its possible.
global HWC_NORMAL = 0;
global HWC_ACTIVE = 1;
global HWC_NONINTERACT = 2;
global HWC_HOVER = 3;
global HWC_NORMAL2 = 4;
Game.EnableHardwareCursors(true);
Game.SetHardwareCursor("cursors\cursor.cur", HWC_NORMAL); // Will search cursor.cur in "PATH_TO_GAME_EXE\cursors\cursor.cur".
Game.SetHardwareCursor("cursors\cursor_active.cur", HWC_ACTIVE);
Game.SetHardwareCursor("cursors\cursor_noninteractive.cur", HWC_NONINTERACT);
Game.SetHardwareCursor("cursors\cursor_hover.cur", HWC_HOVER);
Game.SetHardwareCursor("cursors\cursor_normal.cur", HWC_NORMAL2);
if (Keyboard.KeyCode == VK_F2)
Scene.ShowGeometry2D = !Scene.ShowGeometry2D;
Green color - region rectangle.[Video]
VSyncEnabled=FALSE
am i doing something wrong?VSyncEnabled=0
Error 164 error C1083: Cannot open include file: 'D3dx9tex.h': No such file or directory D:\hk\wme-ke_v2.0_bin_src_26june2012\Source\src\engine_core\wme_base\Include\dcgf.h 98 1 wme_base
hi, when i try to recompile wme solution using vs 2010, i get this error:Code: [Select]Error 164 error C1083: Cannot open include file: 'D3dx9tex.h': No such file or directory D:\hk\wme-ke_v2.0_bin_src_26june2012\Source\src\engine_core\wme_base\Include\dcgf.h 98 1 wme_base
how can i solve this?