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showimg on top of gui window
Is there a way to put my images using showimg on top of the gui window? It keeps putting the gui first, which I know is what it's supposed to do. I just don't feel like rescripting these items to be guiimages, and would really prefer to keep them like they are if there is a fix to this. I tried putting layer values in the gui windows and showimages, but that didn't work.
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There's no way to achieve this, no. You can use GuiShowImgCtrl, though. A GUI Control which in its core is the same as a regular TShowImg object.
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It's just changing image numbers to gui names for the most part right? I think I just answered myself in that question, but eh.
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No, GUI's fight for focus(not only render focus but input focus as well, like keyboard). You'll have to adjust them to make sure that they're being rendered appropriately and that they're not stealing input.
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Any documentation on this? I've searched and never heard of it. :X
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Maybe I'm better off asking why this doesn't work. :/ using showimg showed this up behind the gui. search_list isn't empty for sure.
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Maybe try something like this:
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If you don't want it to be inside a GUI, just do GraalControl.addcontrol(yourImage); if you want it to be inside your GUI just use your GuiControl instead of the GraalControl |
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The way he's doing it he will have to manually add it to the GraalControl using .addcontrol |
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you guys are pretty ignorant aren't you? Just place the code I supplied inside some weapon and try it out, if you set a variable to a TShowImg object it will not be added to the GraalControl, you have to do it manually.
however, it might be some v5, v6 issue, I am running v6 |
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In the second case, you're creating a new GuiControl and just assigning it to a temporary variable. I don't have RC anywhere and haven't tried anything (so I'm not saying you're wrong), but both cases are just creating a new object. It seems silly that the two cases would be treated differently... |
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some time in the past I had some code running somewhere that could predict the future
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That's not the same thing the OP is doing, I think you should read his code carefully then read yours, you might notice the difference.
Oh yeah you are NOT setting a variable to the object, which means your code is the same thing as: PHP Code:
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Just tested on Testbed because I was curious:
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But I'm sure with your uber skills you're never wrong. |
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I don't gain anything from doing this, either. I tried both ways, and either works for me. You say they don't. Now what? Seriously, what's the matter with this bull****? It's up to the coders to decide how to write their code. Whatever works. If this doesn't for you, that's cool with me. |
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you are just very arrogant and ignorant to an extend that you can't see the fact of you not being right but ok I'm obviously the child "who doesn't know jack about what he's talking about", I agree with ending the conversation here |
Alright, so I'm using:
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And yes, I know I don't need 99999. PHP Code:
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Also tried doing it OP way with addcontrol, and setting them as this commands to call destroy later, but also didnt work. PHP Code:
P.S. The way I was doing it in my OP, I did have to add addcontrol for it to work like that. After adding that, it showed up fine. I just changed it to this way thinking it would be easier to make it disappear in a different function. :/ |
Put it in a GUIControl. I.e:
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To destroy all the controls or just hide(). I'm not sure what your original script's purpose is but I feel like it's getting really complicated when it doesn't need to be. |
It's just a stupid inventory with tabs in a gui, I think I am making it much worse as well. :/ All on my own though and this is the only way I could think to do it. :x
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LOLOLOLOLOLOLOLOLOLOLOLOL
Instead of GraalControl.addcontrol(), it needed windowname.addcontrol() HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAaaa thanks guys. Man I'm dense when I'm tired. |
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For future threads please provide more information about your problem. I.e: Purpose of the code, a general idea of what it does (or is supposed to do). |
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