#if defined _INC_y_dialog #endinput #endif #define _INC_y_dialog /** * *
* Description *
* Provides functions for dealing with dialogs, without needing to worry about * IDs or huge "OnDialogResponse" callbacks. *
* Version *
* 0.1 *
*//** *//* Legal: Version: MPL 1.1 The contents of this file are subject to the Mozilla Public License Version 1.1 the "License"; you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.mozilla.org/MPL/ Software distributed under the License is distributed on an "AS IS" basis, WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License for the specific language governing rights and limitations under the License. The Original Code is the YSI framework. The Initial Developer of the Original Code is Alex "Y_Less" Cole. Portions created by the Initial Developer are Copyright C 2011 the Initial Developer. All Rights Reserved. Contributors: Y_Less koolk JoeBullet/Google63 g_aSlice/Slice Misiur samphunter tianmeta maddinat0r spacemud Crayder Dayvison Ahmad45123 Zeex irinel1996 Yiin- Chaprnks Konstantinos Masterchen09 Southclaws PatchwerkQWER m0k1 paulommu udan111 Thanks: JoeBullet/Google63 - Handy arbitrary ASM jump code using SCTRL. ZeeX - Very productive conversations. koolk - IsPlayerinAreaEx code. TheAlpha - Danish translation. breadfish - German translation. Fireburn - Dutch translation. yom - French translation. 50p - Polish translation. Zamaroht - Spanish translation. Los - Portuguese translation. Dracoblue, sintax, mabako, Xtreme, other coders - Producing other modes for me to strive to better. Pixels^ - Running XScripters where the idea was born. Matite - Pestering me to release it and using it. Very special thanks to: Thiadmer - PAWN, whose limits continue to amaze me! Kye/Kalcor - SA:MP. SA:MP Team past, present and future - SA:MP. Optional plugins: Gamer_Z - GPS. Incognito - Streamer. Me - sscanf2, fixes2, Whirlpool. */ // y_dialog - does stuff with dialogs. #include "..\YSI_Internal\y_version" #include "..\YSI_Data\y_bit" #include "..\YSI_Coding\y_remote" #include "..\YSI_Coding\y_inline" #include "..\YSI_Data\y_iterate" #include "..\YSI_Coding\y_hooks" #include "..\YSI_Storage\y_amx" #define YSIM_U_DISABLE #define MASTER 54 #include "..\YSI_Core\y_master" #define YSI_DIALOG_ID _A<_yD@> static stock YSI_g_sPlayerDialog[MAX_PLAYERS] = {-1, ...}, bool:YSI_g_sPlayerMaster[MAX_PLAYERS] = {false, ...}, YSI_g_sPlayerCallback[MAX_PLAYERS][E_CALLBACK_DATA]; stock Dialog_Get(playerid) { return YSI_g_sPlayerDialog[playerid]; } remotefunc void:Dialog_Set(playerid, dialogid) { // If they could already see a dialog shown by this script, get rid of the // data from that one. YSI_g_sPlayerDialog[playerid] = dialogid; if (YSI_g_sPlayerMaster[playerid]) { Callback_Release(YSI_g_sPlayerCallback[playerid]), YSI_g_sPlayerMaster[playerid] = false; } } stock Dialog_ShowCallback(playerid, callback:callback, style, string:title[], string:caption[], string:button1[], string:button2[] = "", dialog = -1) { #pragma unused dialog new ret = Dialog_Show(playerid, style, title, caption, button1, button2), data[E_CALLBACK_DATA]; if (Callback_Get(callback, data, _F)) YSI_g_sPlayerCallback[playerid] = data; return ret; } stock Dialog_ShowCallbackData(playerid, callback[E_CALLBACK_DATA], style, string:title[], string:caption[], string:button1[], string:button2[] = "", dialog = -1) { #pragma unused dialog new ret = Dialog_Show(playerid, style, title, caption, button1, button2); YSI_g_sPlayerCallback[playerid] = callback; return ret; } stock Dialog_Show(playerid, style, string:title[], string:caption[], string:button1[], string:button2[] = "", dialog = -1) { #pragma unused dialog broadcastfunc Dialog_Set(playerid, YSI_DIALOG_ID); YSI_g_sPlayerMaster[playerid] = true; return ShowPlayerDialog(playerid, YSI_DIALOG_ID, style, title, caption, button1, button2); } stock Dialog_Hide(playerid) { // This almost looks like a Windows API function call! broadcastfunc Dialog_Set(playerid, -1); return ShowPlayerDialog(playerid, -1, 0, NULL, NULL, NULL, NULL); } hook OnPlayerDisconnect(playerid, reason) { #pragma unused reason // If this is a filterscript that has the currently displayed dialog in it, // then we need all scripts to know that this is no longer the case. If // this script is not in charge of the current dialog then do not broadcast // the reset, just do it locally. if (YSI_g_sPlayerMaster[playerid]) Dialog_Hide(playerid); else YSI_g_sPlayerDialog[playerid] = -1; return 1; } hook OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]) { // Apparently there's a hack to alter this. dialogid = YSI_g_sPlayerDialog[playerid]; P:1("Dialog_OnDialogResponse called: %d %d %d %d %s", playerid, dialogid, response, listitem, inputtext); if (dialogid == YSI_DIALOG_ID) { if (YSI_g_sPlayerMaster[playerid]) { static reset[E_CALLBACK_DATA]; new callback[E_CALLBACK_DATA]; callback = YSI_g_sPlayerCallback[playerid]; // Totally blank the stored dialog information, after making a local // copy of it for the sake of calling the callback. This is so that // we don't free the memory for the callback prematurely. YSI_g_sPlayerCallback[playerid] = reset; broadcastfunc Dialog_Set(playerid, -1); // Call the callback. Callback_Call(callback, playerid, YSI_DIALOG_ID, response, listitem, inputtext); // Free the data. Callback_Release(callback); return Y_HOOKS_BREAK_RETURN_1; } return Y_HOOKS_BREAK_RETURN_0; } else return Y_HOOKS_CONTINUE_RETURN_0; } stock _ShowPlayerDialog(playerid, dialog, style, string:title[], string:caption[], string:button1[], string:button2[]) { // Fail. if (dialog == YSI_DIALOG_ID) return 0; broadcastfunc Dialog_Set(playerid, dialog); YSI_g_sPlayerMaster[playerid] = true; return ShowPlayerDialog(playerid, dialog, style, title, caption, button1, button2); } #if defined _ALS_ShowPlayerDialog #undef ShowPlayerDialog #else #define _ALS_ShowPlayerDialog #endif #define ShowPlayerDialog _ShowPlayerDialog #define _ALS_HidePlayerDialog #define HidePlayerDialog Dialog_Hide #include "..\YSI_Core\y_master"