[project1dev] Re: Project1 - SVN Update 557

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Sat, 9 Jan 2010 14:25:01 -0800

hey kent btw if this really wont work for you, let me know and we can think
about some other way to do stuff.

i *think* it should be ok now but if it really is a pain to make it do what
you want, let me know
On Sat, Jan 9, 2010 at 10:56 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> you are right, it did do that.  oops!
>
> with megaman it just had a list of stuff to draw so you could put a "depth"
> number on them and then sort the list based on the depth pretty easy.
>
> with our ui system it's a tree of children, parents and siblings and is
> supposed to work more like how actionscript does (and other things like
> that) where the tree stuff defines the draw order.
>
> i fixed the problem if having it draw reverse of what it should have, do
> you think you'll be able to do what you want to do with that kind of setup?
>   On Sat, Jan 9, 2010 at 10:23 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>
>> Correct me if I'm wrong but I think the layering currently happens the
>> opposite of what you said. The newest ones are furthest back.
>>
>> On Sat, Jan 9, 2010 at 10:13 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>>
>>> UI_Kill is great. I think that will solve those problems.
>>>
>>> With UI button and image layering I was hoping to you could add in a
>>> parameter to let me decide what layer it is on.
>>>
>>>
>>> On Fri, Jan 8, 2010 at 9:35 PM, Apache User <
>>> dhapache@xxxxxxxxxxxxxxxxxxx> wrote:
>>>
>>>> User:atrix256
>>>>
>>>> Message: UI_Kill now takes an optional parameter for whether it should
>>>> kill all the children of what you passed in too (the script help has been
>>>> updated for more info)
>>>>
>>>> It now defaults to not killing the children where before it killed
>>>> children.
>>>>
>>>> This broke exiting the puzzle in the voidmap so i fixed that.
>>>>
>>>> Hey Kent, the UI system kinda needs some work but if you add a UI
>>>> object, every object added after that will be a child of that first UI
>>>> object so if you kill that UI object's children, everything added after it
>>>> is killed.
>>>>
>>>> For choosing what is on top, the last thing added is on the top.  does
>>>> that help?
>>>>
>>>> <Files Changed>
>>>> U   ARRelease.exe
>>>> U   AR_LuaFuncs.cpp
>>>> U   Docs/Script Help/UI_Kill.html
>>>> U   Scripts/Maps/TheVoid/TheVoid/voidmap.lua
>>>> U   UI.cpp
>>>> U   UI.h
>>>>
>>>>
>>>>
>>>
>>
>

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