Josh @ Dreamland
Prince of all Goldfish
 Joined: Feb 2008
Posts: 2,950
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Reply #15 Posted on: August 02, 2011, 02:50:10 PM |
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Ah, yes, I forgot about that extension system. TGMG was working on the selector for it... I haven't heard back from him.
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luiscubal
 Joined: Jun 2009
Posts: 452
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Reply #16 Posted on: August 02, 2011, 03:30:23 PM |
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@Josh - (about user events) How else would you implement virtual functions in Game Maker? But, really, user events *can't* be that hard to make. I mean, how do you implement create/step/etc.? Can't you just make user_event0 to N, and then create a table of function pointers?
In fact, I only user_event for constant events, so in my case, defining user_event as a C macro would probably work, even if it'd only be a short-term solution.
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Josh @ Dreamland
Prince of all Goldfish
 Joined: Feb 2008
Posts: 2,950
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Reply #17 Posted on: August 03, 2011, 06:02:31 AM |
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No, it's not that hard. It just requires me picking a spot to put that function table, and generating it at compile time.
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Josh @ Dreamland
Prince of all Goldfish
 Joined: Feb 2008
Posts: 2,950
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Reply #20 Posted on: August 20, 2011, 06:12:48 PM |
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I'm getting the impression you want event_user.
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luiscubal
 Joined: Jun 2009
Posts: 452
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Reply #21 Posted on: August 20, 2011, 11:57:55 PM |
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@Josh Really? What gave you that idea? I believe what skarik really asked for is for an ENIGMA setting to activate case insensitivity in the parser, and to allow repeated characters to behave as a single one. 
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Josh @ Dreamland
Prince of all Goldfish
 Joined: Feb 2008
Posts: 2,950
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Reply #22 Posted on: August 21, 2011, 02:47:51 PM |
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Probably.
Anyway, what I haven't mentioned is that I'm dropping event_user in exchange for polymorphic member scripts. It'll be backwards-compatible, but there's a wait on that until Ism gets back and implements EGM.
You'll be happy to know it's at the top of my when-EGM-is-done list.
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luiscubal
 Joined: Jun 2009
Posts: 452
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Reply #23 Posted on: August 21, 2011, 03:12:00 PM |
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Quotepolymorphic member scripts. Actually, if done right, that could actually be better than user events, since referencing virtual methods by name is more readable than by some obscure number. However, the convenience of having it all in the object editor is pretty nice. In the end, whether it sucks or rocks all depends on the implementation.
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Josh @ Dreamland
Prince of all Goldfish
 Joined: Feb 2008
Posts: 2,950
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Reply #24 Posted on: August 22, 2011, 06:11:10 AM |
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It will be in the object editor. "It'll be backwards-compatible." I'll basically replace all user events with these member scripts under predictable names, have event_perform call those, and that'll be that.
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Post made August 28, 2011, 10:37:06 AM was deleted at the author's request.
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