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[JASS] Dialogs... How did I handle them?

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Level 5
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May 22, 2006
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All these years of Jass usage went into past and never did I need to use any dialogue...
Now, I do. And I am very surprised, that the following code did not exactly work as I supposed it to do:

JASS:
function Trig_Initialisierung_Actions takes nothing returns nothing
  local dialog charGen = DialogCreate()
  <various other variable declarations>

  call DisplayTextToPlayer(gk_Spieler, 0, 0, "Variables initialised.")

  [...]

  call DialogSetMessage(charGen, "Choose your language:")
  set g_CharGenKnopf[0] = DialogAddButton(charGen, "Deutsch", 'D')
  set g_CharGenKnopf[1] = DialogAddButton(charGen, "English", 'E')
  [...]

  if charGen != null then
    call DisplayTextToPlayer(gk_Spieler, 0, 0, "charGen exists.")
  endif
  if g_CharGenKnopf[0] != null then
    call DisplayTextToPlayer(gk_Spieler, 0, 0, "CharGenKnopf[0] exists.")
  endif
  if g_CharGenKnopf[1] != null then
    call DisplayTextToPlayer(gk_Spieler, 0, 0, "CharGenKnopf[1] exists.")
  endif

  call DialogDisplay(gk_Spieler, charGen, true)

  call DisplayTextToPlayer(gk_Spieler, 0, 0, "Dialogue is shown.")
  [...]
endfunction

What I see:
All messages appear once the function is called. But never something that I would call a dialogue (in fact, nothing else happens), so, well... what indubitablely simple and mortifying mistake did I make?
And is a "Dialog" indeed the dialogue that I am in need of? A window with selectable buttons, whose activation I can catch with a trigger event?

Oh, if it is of use, here is the whole script with the "real" variable names.
It is still unfinished as I see no sense in continuing without all existing code working properly.

JASS:
globals
  constant player gk_Spieler = Player(0)

  boolean g_Weiter = false
  button array g_CharGenKnopf
  integer g_Sprache = -1
  unit g_DracheneiGruen
  unit g_DracheneiRot
  unit g_DracheneiSchwarz
endglobals

JASS:
function Ausl_Signal_BefehleA takes nothing returns nothing
  if GetClickedButton() == g_CharGenKnopf[1] then
    set g_Sprache = 1
  else
    set g_Sprache = 0
  endif
  set g_Weiter = true
endfunction

JASS:
function Ausl_Signal_BefehleB takes nothing returns nothing
  local string naechsterSatz
  local unit wahl = GetTriggerUnit()
  if wahl == g_DracheneiGruen then
    if g_Sprache == 1 then
      set naechsterSatz = "blaE1"
    else
      set naechsterSatz = "blaD1"
    endif
  elseif wahl == g_DracheneiRot then
    if g_Sprache == 1 then
      set naechsterSatz = "blaE2"
    else
      set naechsterSatz = "blaD2"
    endif
  elseif wahl == g_DracheneiSchwarz then
    if g_Sprache == 1 then
      set naechsterSatz = "blaE3"
    else
      set naechsterSatz = "blaD3"
    endif
  else
    set naechsterSatz = null
    set wahl = null
    return null
  endif
  call DisplayTextToPlayer(gk_Spieler, 0, 0, naechsterSatz)
  set naechsterSatz = null
  set wahl = null
endfunction

JASS:
function Ausl_Initialisierung_Befehle takes nothing returns nothing
  local dialog charGen = DialogCreate()
  local rect umgebungGruen = Rect(-660, -680, -140, -230)
  local rect umgebungRot = Rect(300, -655, 850, -40)
  local rect umgebungSchwarz = Rect(-435, 245, 205, 760)
  local string naechsterSatz
  local trigger signal = CreateTrigger()
  local weathereffect gruen = AddWeatherEffect(umgebungGruen, 'RAlr')
  local weathereffect rot = AddWeatherEffect(umgebungRot, 'FDrh')
  local weathereffect schwarz = AddWeatherEffect(umgebungSchwarz, 'LRma')
  set g_DracheneiGruen = CreateUnit(gk_Spieler, 'o002', -440, -425, 0)
  set g_DracheneiRot = CreateUnit(gk_Spieler, 'o000', 540, -275, 0)
  set g_DracheneiSchwarz = CreateUnit(gk_Spieler, 'o001', -70, 520, 0)

  call DisplayTextToPlayer(gk_Spieler, 0, 0, "Variablen initialisiert.")

  call EnableWeatherEffect(gruen, true)
  call EnableWeatherEffect(rot, true)
  call EnableWeatherEffect(schwarz, true)

  call DialogSetMessage(charGen, "Wähle die Spielsprache:")
  set g_CharGenKnopf[0] = DialogAddButton(charGen, "Deutsch", 'D')
  set g_CharGenKnopf[1] = DialogAddButton(charGen, "English", 'E')
  call TriggerAddAction(signal, function Ausl_Signal_BefehleA)
  call TriggerRegisterDialogButtonEvent(signal, g_CharGenKnopf[0])
  call TriggerRegisterDialogButtonEvent(signal, g_CharGenKnopf[1])

  if charGen != null then
    call DisplayTextToPlayer(gk_Spieler, 0, 0, "charGen existiert.")
  endif
  if g_CharGenKnopf[0] != null then
    call DisplayTextToPlayer(gk_Spieler, 0, 0, "CharGenKnopf[0] existiert.")
  endif
  if g_CharGenKnopf[1] != null then
    call DisplayTextToPlayer(gk_Spieler, 0, 0, "CharGenKnopf[1] existiert.")
  endif

  call DialogDisplay(gk_Spieler, charGen, true)

  call DisplayTextToPlayer(gk_Spieler, 0, 0, "Sprachdialog angezeigt.")

  loop
    call TriggerSleepAction(1)
    exitwhen g_Weiter
  endloop
  set g_Weiter = false

  call DisplayTextToPlayer(gk_Spieler, 0, 0, "Sprache gewählt.")

  call DialogDisplay(gk_Spieler, charGen, true)
  call DialogClear(charGen)
  call TriggerClearActions(signal)
  call DestroyTrigger(signal)

  set signal = CreateTrigger()
  call TriggerAddAction(signal, function Ausl_Signal_BefehleB)
  call TriggerRegisterPlayerUnitEvent(signal, gk_Spieler, EVENT_PLAYER_UNIT_SELECTED, null)

  if g_Sprache == 1 then
    set naechsterSatz = "Select one of the eggs to gain information about the dragon inside."
  else
    set naechsterSatz = "Wähle eines der Eier um Informationen über den enthaltenen Drachen zu bekommen."
  endif

  call DisplayTextToPlayer(gk_Spieler, 0, 0, naechsterSatz)
  set signal = CreateTrigger()
  call TriggerAddAction(signal, function Ausl_Signal_BefehleB)
  call TriggerRegisterPlayerUnitEvent(signal, gk_Spieler, EVENT_PLAYER_UNIT_SELECTED, null)
  loop
    call TriggerSleepAction(1)
    exitwhen g_Weiter
  endloop
  set g_Weiter = false
  
endfunction
 
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