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The Games and other Sierra Adventure stuff / Re: MTBLAST.DRV and SQ3 volume control
« on: February 27, 2022, 01:20:40 PM »1. Have you tried with ScummVM?That'd be cheating.
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1. Have you tried with ScummVM?That'd be cheating.
(procedure (DeathReport &tmp hDialog hText [str 512] theY)
(= hDialog (Dialog new:))
(Format @str {You have died %u times:} [gDeaths 0])
(= hText (DText new:))
(hText
text: @str
moveTo: 4 4
font: 0
setSize:
)
(hDialog add: hText)
(= theY (+ 4 (hText nsBottom?)))
;;; The iteration starts here
; Put something new in str
(= hText (DText new:))
(hText
text: @str
moveTo: 4 theY
font: 4
setSize:
)
(hDialog add: hText)
(= theY (+ 4 (hText nsBottom?)))
;;; Repeat that part until you're done.
(hDialog
text: {Death Count}
setSize:
center:
open: nwTITLE -1
doit: ; This should block until you click the dialog. Or a button, which we didn't add.
dispose:
)
)
I *am* orchestrating room changes via mouse clicks, so this does make some sense that I've got a rogue mouse click that is giving me trouble.Well ain't that interesting, hmm? What if you commented out the mice-eating?
;Eat all mice downs and mice up.
(while ((= evt (Event new: (| mouseDown mouseUp))) type?)
(evt dispose:)
)
(evt dispose:)
Input events are produced by the engine and queued up. The Event::new method calls the GetEvent kernel to fetch the next event from that queue, of the given type if specified. So "eating the mice" just repeatedly fetches a mouse click event from the queue, leaving the keyboard stuff, and tosses them out, until there are no more mouse clicks left.
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