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  #1  
Old 01-02-2013, 10:49 PM
Astram Astram is offline
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Showing Text & Images On Screen

Hey guys!
I'm back to developing and Graal in general. I was wondering how I would approach creating text and images appearing on a screen for a Heads up display. I tried various methods such as with(findimg(200)) {, etc. However the result was showing on X and Y coordinates of the level instead of X and Y coordinates of the players screen. I need a way to approach this, and an easy way too. Also, just an additional question, how would I use catchEvent() to detect if a player clicked on an image/text in the HUD? Anyways this is also my 300th post, so its a double event for me haha. Thanks for helping guys.
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Old 01-02-2013, 10:59 PM
callimuc callimuc is offline
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set the layer to 4 or up

Graal Script Code:
with (findImg(200)) {
  
layer 4;
  
screen_x_here;
  
screen_y_here;
  
text "sup dude";

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Old 01-02-2013, 11:01 PM
Astram Astram is offline
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Quote:
Originally Posted by callimuc View Post
set the layer to 4 or up

Graal Script Code:
with (findImg(200)) {
  
layer 4;
  
screen_x_here;
  
screen_y_here;
  
text "sup dude";

Thanks! Let me try this out! Now all I need is a way to use catchevent for it.
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Old 01-03-2013, 06:11 PM
ff7chocoboknight ff7chocoboknight is offline
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It's always bugged me that you two exist.
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Old 01-03-2013, 07:31 PM
fowlplay4 fowlplay4 is offline
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Quote:
Originally Posted by ff7chocoboknight View Post
It's always bugged me that you two exist.
They have more value in this community than you ever will.

@Astram: You will have to use a GuiShowImgCtrl if you want to 'catchevent' anything related to that image.
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Old 01-03-2013, 08:25 PM
ffcmike ffcmike is offline
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While using a GUI Control is ideal for stuff related to clicking, with normal displays you could try something such as this:

Graal Script Code:
//#CLIENTSIDE
function showHUD(){
  
this.addHUDObj(this.showimg(200"image.png"xy), 32324);

  
this.addHUDObj(this.showimg(201"image2.png"xy), 64644);

  
temp.this.showtext(202xy"tempus sans itc""b""text");
  
temp.t.zoom 0.5;
  
temp.gettextwidth(temp.t.zoomtemp.t.fonttemp.t.styletemp.t.text);
  
temp.gettextheight(temp.t.zoomtemp.t.fonttemp.t.styletemp.t.text);
  
this.addHUDObj(temp.ttemp.wtemp.h5);
}

function 
addHUDObj(temp.displaytemp.wtemp.htemp.layer){
  
temp.display.dwidth temp.w;
  
temp.display.dheight temp.h;
  
temp.display.layer temp.layer;
  
this.displays.add(temp.display);
}

function 
onMouseDown(temp.button) {
  if(
temp.button != "left")
    return;

  for(
temp.this.displays){
    if(
      
mousescreenx in <temp.d.xtemp.d.temp.d.dwidth> &&
      
mousescreeny in <temp.d.ytemp.d.temp.d.dheight>
    ){
      
this.startDrag(temp.d);
      return;
    }
  }
}

function 
startDrag(temp.d){
  
this.dragobj temp.d;
  
this.draglayer this.dragobj.layer;
  
this.draglayer 6;
  
this.dragoffx mousescreenx this.dragobj.x;
  
this.dragoffy mousescreeny this.dragobj.y;
  
this.scheduleEvent(0.05"Drag""");
}

function 
onDrag(){
  if(!
leftmousebutton){
    
this.dragobj.layer this.draglayer;
    return;
  }
  
this.dragobj.min(max(0mousescreenx this.dragoffx), screenwidth this.dragobj.dwidth);
  
this.dragobj.min(max(0mousescreeny this.dragoffy), screenheight this.dragobj.dheight);
  
this.scheduleEvent(0.05"Drag""");


Last edited by ffcmike; 01-03-2013 at 08:38 PM..
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  #7  
Old 01-03-2013, 08:58 PM
callimuc callimuc is offline
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Quote:
Originally Posted by ffcmike View Post
While using a GUI Control is ideal for stuff related to clicking, with normal displays you could try something such as this:

Graal Script Code:
if(
      
mousescreenx in <temp.d.xtemp.d.temp.d.dwidth> &&
      
mousescreeny in <temp.d.ytemp.d.temp.d.dheight>
    ) 
wouldnt it have to be like the following?
Graal Script Code:
if(
  
mousescreenx in |temp.d.xtemp.d.temp.d.dwidth| &&
  
mousescreeny in |temp.d.ytemp.d.temp.d.dheight|

if not, what would the < > 's do exactly in this case (i know that they can be used for smaller, bigger checks but wouldnt make sense in here like i am used to it)?
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Old 01-03-2013, 09:03 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by callimuc View Post
wouldnt it have to be like the following?
Graal Script Code:
if(
  
mousescreenx in |temp.d.xtemp.d.temp.d.dwidth| &&
  
mousescreeny in |temp.d.ytemp.d.temp.d.dheight|

if not, what would the < > 's do exactly in this case (i know that they can be used for smaller, bigger checks but wouldnt make sense in here like i am used to it)?
Using |,| includes the minimum and maximum value, allowing an edge-on intersect, whereas with <,> it has to be within the range. It doesn't matter so much in this case.
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  #9  
Old 01-03-2013, 09:04 PM
DustyPorViva DustyPorViva is offline
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Controls are definitely the way to go if you want to have absolutely any kind of interactive interface. Just remember that controls steal input and therefor if you're creating something like a HUD you have to remember to give focus back to GraalControl and various other things so you don't constantly end up with the whole "I press up but I don't move until I click the screen" situation.

http://forums.graalonline.com/forums...96&postcount=9

Also controls are always on their own higher layer and can never be drawn below showimg() content.
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  #10  
Old 01-04-2013, 05:29 AM
ff7chocoboknight ff7chocoboknight is offline
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Quote:
Originally Posted by fowlplay4 View Post
They have more value in this community than you ever will.

@Astram: You will have to use a GuiShowImgCtrl if you want to 'catchevent' anything related to that image.
I don't care if they are in this community nor do I care about value, I care that they exist.
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  #11  
Old 01-04-2013, 08:03 AM
Tim_Rocks Tim_Rocks is offline
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Quote:
Originally Posted by ff7chocoboknight View Post
I don't care if they are in this community nor do I care about value, I care that they exist.
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