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Old 06/04/2015, 06:34 AM   #1
Gammix
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Default PreviewModelDialog.inc - SAMP looking like dialog for preview models list


PreviewModelDialog.inc

Version: 4.7.2 || Last Updated: 2 October, 2018

This include introduces you to a new dialog style: "DIALOG_STYLE_PREVIEW_MODEL". A SA-MP looking like dialog with both standard buttons but with preview models in a list form!

For preview of dialogs, skip down to examples for photos.

Functionality:
  • No size limits
    Because of Pawn-Memory, all listitems are allocated dynamically, that means you can have as many listitems a you want!

  • No pre-allocation of memory
    The memory for storing player dialog's listitems data is done during run-time, no pre-allocated memory at all! So no big .amx sizes!

  • Big enough preview
    A fairly large and intractable preview model listitem textdraw/button allowing you to clearly view models!

  • Rotation and Zoom buttons
    You can rotate Z-angle of each listitem while you are viewing the dialog, this is an in-game feature accessed by the player viewing the dialog.

    Similarly, you have another couple buttons for increasing/decreasing model's zoom.

    Preview:


  • A perfect scroll bar
    Scrollbar is made of Sprite (LD_SPAC:WHITE) allowing a perfect measurement of length according to page size!

  • GameText codes in listitems
    Since the dialog is made with pure textdraws, you can use label codes (e.g. ~n~ - switch line or ~r~ - red color) in preview model's labeltext.

  • Hooked ShowPlayerDialog
    Support samp dialog function "ShowPlayerDialog" and you can handle response under "OnDialogResponse". Check the examples for how to use.

  • Adding custom rotation/color
    You can set each model rotation using a simple string pattern while making the dialog's list.

    Example:
    We will make a list of 3 cars each set to rotation(0.0, 0.0, -50.0, 1.0).
    Notice: The highlighted bracketed string, that's how you set rotation.
    Code:
    400(0.0, 0.0, -50.0, 1.0)\tLandstalker\n\
    401(0.0, 0.0, -50.0, 1.0)\tBravura\n\
    402(0.0, 0.0, -50.0, 1.0)\tBuffalo
    Example2:
    Here we will only modify the first car with rotation(0.0, 0.0, 0.0, 0.75) and also colors(0, 6).
    Notice: The rest models will have default values for rotation(0.0, 0.0, -45.0, 1.0) and colors(-1, -1).
    Code:
    522(0.0, 0.0, 0.0, 0.75, 0, 6)\tNRG-500\n\
    523\tHPV1000\n\
    521\tFCR-900
    Conclusion:
    So basically this is the pattern for making listitems:
    Code:
    modelid(ROTX, ROTY, ROTZ, ZOOM, COLOR1, COLOR2)\tTEXT
    * CAPS: capital parameters are optional!

Example: Basic ShowPlayerDialog

A simple skin selection dialog with all samp skins as listitems.



Source:
PHP Code:
CMD:skins(playerid) {
    const 
MAX_SKINS 312;
    static 
string[MAX_SKINS 16];

    if (
string[0] == EOS) {
        for (new 
iMAX_SKINSi++) {
            
format(stringsizeof string"%s%i\tID: %i\n"stringii);
        }
    }

    return 
ShowPlayerDialog(playerid0DIALOG_STYLE_PREVIEW_MODEL"Skin Selection Dialog"string"Select""Cancel");
}

public 
OnDialogResponse(playeriddialogidresponselistiteminputtext[]) {
    if (
dialogid == 0) {
        if (
response) {
            
SetPlayerSkin(playeridlistitem);
            
GameTextForPlayer(playerid"~g~Skin Changed!"30003);
        }
    }
    return 
1;

Example: Modified Rotations in ShowPlayerDialog

A simple weapon shop dialog, you can modify the array, add/delete weapons from it and the dialog shape itself!
You can also see i used custom rotations for each listitem in this dialog.



Source:
PHP Code:
enum E_WEAPON_SHOP_DATA {
    
WEAPON_MODELID,
    
WEAPON_NAME[35],
    
WEAPON_PRICE,
    
WEAPON_AMMO,
    
WEAPON_ID
};

new const 
WEAPON_SHOP[][E_WEAPON_SHOP_DATA] = {
    {
335"Knife"01WEAPON_KNIFE},
    {
341"Chainsaw"15001WEAPON_CHAINSAW},
    {
342"Grenade"15451WEAPON_GRENADE},
    {
343"Moltove"17451WEAPON_MOLTOV},
    {
347"Silenced 9mm"1500150WEAPON_SILENCED},
    {
348"Desert Eagle"3199150WEAPON_DEAGLE},
    {
350"Sawed Off Shotgun"4999100WEAPON_SAWEDOFF},
    {
351"Spas12 Shotgun"3870100WEAPON_SHOTGSPA},
    {
352"Micro-UZI"3500300WEAPON_UZI},
    {
353"MP5"2999200WEAPON_MP5},
    {
372"Tec-9"3500300WEAPON_TEC9},
    {
358"Sniper Rifle"499950WEAPON_SNIPER},
    {
355"Ak47"2999200WEAPON_AK47},
    {
356"M4"3155200WEAPON_M4},
    {
359"RPG"19991WEAPON_ROCKETLAUNCHER},
    {
361"Flamethrower"3500350WEAPON_FLAMETHROWER},
    {
362"Minigun"10000350WEAPON_MINIGUN},
    {
363"Satchel Charge"19992WEAPON_SATCHEL},
    {
365"Spray Can"800200WEAPON_SPRAYCAN},
    {
366"Fire Extinguisher"855200WEAPON_FIREEXTINGUISHER}
};

CMD:weapons(playerid) {
    static 
string[sizeof(WEAPON_SHOP) * 64];

    if (
string[0] == EOS) {
        for (new 
isizeof(WEAPON_SHOP); i++) {
            
format(stringsizeof string"%s%i(0.0, 0.0, -50.0, 1.5)\t%s~n~~g~~h~$%i\n"stringWEAPON_SHOP[i][WEAPON_MODELID], WEAPON_SHOP[i][WEAPON_NAME], WEAPON_SHOP[i][WEAPON_PRICE]);
        }
    }

    return 
ShowPlayerDialog(playerid1DIALOG_STYLE_PREVIEW_MODEL"Weapon Shop Dialog"string"Purchase""Cancel");
}

public 
OnDialogResponse(playeriddialogidresponselistiteminputtext[]) {
    if (
dialogid == 1) {
        if (
response) {
            if (
GetPlayerMoney(playerid) < WEAPON_SHOP[listitem][WEAPON_PRICE]) {
                
SendClientMessage(playerid0xAA0000FF"Not enough money to purchase this gun!");
                return 
cmd_weapons(playerid);
            }
            
            
GivePlayerMoney(playerid, -WEAPON_SHOP[listitem][WEAPON_PRICE]);
            
GivePlayerWeapon(playeridWEAPON_SHOP[listitem][WEAPON_ID], WEAPON_SHOP[listitem][WEAPON_AMMO]);
            
            
GameTextForPlayer(playerid"~g~Gun Purchased!"30003);
        }
    }
    return 
1;

Download:

PreviewModelDialog.inc: https://github.com/Agneese-Saini/SA-...odelDialog.inc

PreviewModelDialog.inc (previous version: v4.6): https://github.com/Agneese-Saini/SA-...odelDialog.inc

To run this include, you'll need to download and install Pawn-Memory plugin, link below.
pawn-memory.dll/.so: http://forum.sa-mp.com/showthread.php?t=645166

Last edited by Gammix; 02/10/2018 at 09:31 PM.
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Old 06/04/2015, 06:48 AM   #2
RaeF
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Great job man!
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Old 06/04/2015, 10:08 AM   #3
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Thanks^

UPDATE R2 - 6th April, 2015
  • Fixed NEXT and PREVIOUS buttons
  • Fixed Selecting bug
  • Fixed Buttons configurations
  • STABLE Version released!
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Old 06/04/2015, 10:11 AM   #4
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Nice work! Looks sick! *appreciated*.
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Old 06/04/2015, 10:14 AM   #5
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Nice,btw i was working on an include like this to release too.
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Old 08/04/2015, 01:19 AM   #6
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

pawn Code:
public OnPlayerConnect(playerid)
{
        Dialog_Reset(playerid);

Why bother? It's done in OnPlayerDisconnect().

Line 189:
pawn Code:
format(gPlayerList[playerid][i][E_desc], 28, "");
// Do this
gPlayerList[playerid][i][E_desc][0] = '\0';

You for got to clean up playerdraws in OnGameModeExit() / OnFilterScriptExit()
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Old 08/04/2015, 01:27 AM   #7
RaeF
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Sorry, but it's look neat
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Old 08/04/2015, 11:13 AM   #8
Gammix
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Quote:
Originally Posted by Pottus View Post
pawn Code:
public OnPlayerConnect(playerid)
{
        Dialog_Reset(playerid);

Why bother? It's done in OnPlayerDisconnect().
Maybe because my dialog functions don't check if player is connected!

Quote:
Originally Posted by Pottus View Post
Line 189:
pawn Code:
format(gPlayerList[playerid][i][E_desc], 28, "");
// Do this
gPlayerList[playerid][i][E_desc][0] = '\0';

You for got to clean up playerdraws in OnGameModeExit() / OnFilterScriptExit()
Player textdraws must be cleaned up when player disconnects.

R3 - 8th April, 2015
  • Fixed header disappearing
  • Converted 3D array system to 2D array, really affect the file's output size
  • Reduced lines, short code!
  • NEW DESIGN

Please download the latest version.
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Last edited by Gammix; 08/04/2015 at 11:56 AM.
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Old 08/04/2015, 12:09 PM   #9
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Nice job buddy. I will use it!

When will this come out:
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JUST PLAYING...
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Old 10/04/2015, 06:33 AM   #10
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Default Re: Dialogs Include (new dialog functions and DIALOG_STYLE_PREVMODEL)

Quote:
Originally Posted by Y_Less View Post
They should! Currently most of those will crash as they don't even check if the player is VALID, let alone connected:

pawn Code:
GetPlayerDialogID(-1); // Crash
Dialog_TotalPages(INVALID_PLAYER_ID); // Crash
// etc...
Why would anyone even perform that function on id -1.
AND, i personally think people have habit to perform such checks like IsPlayerConnected, or maybe a range check... So i didn't bothered to add that! Though now it is done in R4.

All the functions having Dialog_ as prefix are internal functions, i don't recommend people to use them!

Quote:
Originally Posted by Y_Less View Post
pawn Code:
stock Dialog_TotalPages(playerid)
{
        if((gPlayerTotalModels[playerid] >= MODELS_PER_PAGE) && (gPlayerTotalModels[playerid] % MODELS_PER_PAGE) == 0)
        {
                return (gPlayerTotalModels[playerid] / MODELS_PER_PAGE);
        }
        else return (gPlayerTotalModels[playerid] / MODELS_PER_PAGE) + 1;
}

That is much more simply expressed as:

pawn Code:
stock Dialog_TotalPages(playerid)
{
        return ceildiv(gPlayerTotalModels[playerid], MODELS_PER_PAGE);
}

ceildiv

Obviously with adequate connection checks.
Thats nice & short.

Quote:
Originally Posted by Y_Less View Post
Why are "Dialog_CreateGlobalTD()" and "Dialog_CreateGlobalButtonsTD()" stock and global? They shouldn't be stock because they are always used (they aren't API functions), and they shouldn't be global because they are purely internal (again, they aren't API functions).
Ok, that can be an alternative.
Why they shouldn't be global, i don't think so you need player textdraws for just a static display.

Quote:
Originally Posted by Y_Less View Post
Also, there are much better ways to hook the init functions now - both in terms of being script type agnostic, and using more modern ALS methods (applicable for your other callbacks too).
I don't know those new methods, And their benifits?


R4 - 10th April, 2015
  • Add player connection check within the external functions
  • Add double click feature for selecting models directly
  • More shorter code!

Please download the latest version.
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