That doesn't solve the issue.. it just prevents stuff from disappearing off screen. If I place a dialog to the right side of the screen at that resolution and then switch to 1920x1080 it's almost at the middle of the screen.
I guess I'll just have to have the sizes automatically scaled after asking for the user's resolution.
I've started working a lot with dialogs, and I've run into a problem involving screen resolution. I've found that Dialog placement and Mouse Clicked Position is based on the resolution the player's Starcraft is running at (maybe this is obvious). The problem is that I run Starcraft at 1920x1080, and I can position dialogs and size them perfectly to suit my resolution, but if I switch to a lower one the difference can be drastic. The same thing happens with mouse coordinates.
With some work I can make functions that automatically convert size/location arguments to the proper value, or use % of screen, based on the user's resolution. But, the problem with that is getting the user's resolution, which I can't find a way of doing short of asking in a dialog. I tried making a dummy dialog, setting it to fullscreen and grabbing it's new size, but it just returns the size of the dialog before I made it fullscreen.
So, I'm just wondering if there's an easy solution to this. Or, how other people deal with it. I would have thought it would have come up before but I haven't seen anyone else have the same issue.
This is the basic idea. Key press events are synchronous, meaning that when a player's client detects a key press, it sends a message to the host, which sends the message to all clients to fire the event. The delay is a product of latency.
I couldn't get a button image to look good for the life of me, so I tried two other solutions with decent results:
If you just want an image inside the button you can add it in to the button's text via the text editor.
Create an image dialog control and place it where the button is, with whatever blending mode makes it look good (usually works to use lighten if your button is a lighter color, darken if your button is a darker color).
The delay is caused by network traffic, because all of the clients must 'sync' the event (the delay is affected by latency). When you play offline there is no network traffic :) Hopefully, Blizzard will speed these up somehow, since so many maps are using key presses/mouse clicks heavily.
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@Pandaros_Brewmaster: Go
That doesn't solve the issue.. it just prevents stuff from disappearing off screen. If I place a dialog to the right side of the screen at that resolution and then switch to 1920x1080 it's almost at the middle of the screen.
I guess I'll just have to have the sizes automatically scaled after asking for the user's resolution.
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I've started working a lot with dialogs, and I've run into a problem involving screen resolution. I've found that Dialog placement and Mouse Clicked Position is based on the resolution the player's Starcraft is running at (maybe this is obvious). The problem is that I run Starcraft at 1920x1080, and I can position dialogs and size them perfectly to suit my resolution, but if I switch to a lower one the difference can be drastic. The same thing happens with mouse coordinates.
With some work I can make functions that automatically convert size/location arguments to the proper value, or use % of screen, based on the user's resolution. But, the problem with that is getting the user's resolution, which I can't find a way of doing short of asking in a dialog. I tried making a dummy dialog, setting it to fullscreen and grabbing it's new size, but it just returns the size of the dialog before I made it fullscreen.
So, I'm just wondering if there's an easy solution to this. Or, how other people deal with it. I would have thought it would have come up before but I haven't seen anyone else have the same issue.
Thanks.
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@Reves: Go
"This is the basic idea" was directed towards your post, the rest was for the original poster :P
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@Reves: Go
This is the basic idea. Key press events are synchronous, meaning that when a player's client detects a key press, it sends a message to the host, which sends the message to all clients to fire the event. The delay is a product of latency.
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Probably something like "Clicked Button == TheButtonSupposedToBeClicked".
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You'd think they would have optimized it after adding full support for key presses, and expecting their engine to be a platform for quality mods.
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I couldn't get a button image to look good for the life of me, so I tried two other solutions with decent results:
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The delay is caused by network traffic, because all of the clients must 'sync' the event (the delay is affected by latency). When you play offline there is no network traffic :) Hopefully, Blizzard will speed these up somehow, since so many maps are using key presses/mouse clicks heavily.
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Congrats to the winners :)
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@Aenigma: Go
Thanks, good to know a few people enjoyed it :)
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@malu05: Go
So...what's the function? :P
Apparently it's not this:
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You might be looking for these functions (from Galaxy):
So in GUI you'd make the condition like this (using custom script):
I can't say for sure though, I haven't messed with dialogs that much. But I hope that helps :)
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Try it. You can link multiple maps and transfer data between them using banks.
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@rrowland: Go
What's the point of even having IDs then? If it's just gonna assign any imported libraries to Lib#...
Edit: It's not even saving my Hint/Grammar text on my GUI functions.. Something is wrong.
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@s3rius: Go
Will do, thanks.