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- #if defined _INC_y_dialog
- #endinput
- #endif
- #define _INC_y_dialog
- /**
- * <library name="y_dialog">
- * <section>
- * Description
- * </section>
- * Provides functions for dealing with dialogs, without needing to worry about
- * IDs or huge "OnDialogResponse" callbacks.
- * <section>
- * Version
- * </section>
- * 0.1
- * </library>
- *//** *//*
- 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<iiiis>))
- 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"
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