Simply install to your project:
sampctl install Hreesang/samp-pp-dialogs
Include in your code and begin using the library:
#include <pp_dialogs>
It is recommended that you set a PawnPlus version explicitely on your pawn.json (preferibly the latest) to avoid always downloading the latest one.
If you don't use sampctl, just download the pp_dialogs.inc
include and
drop it to your includes/
folder, and then download the PawnPlus plugin and
include from here.
While you're on it and if you don't use PawnPlus yet, you should check it out!
This include provides one single function
Task:ShowPlayerAsyncDialog(playerid, DIALOG_STYLE:style, const caption[], const info[], const button1[], const button2[] = "");
This will show the dialog and await for the response, which will pause the
current script's execution and return the yielded value to the last public
function (or 0 if it wasn't set). When it's responded to, the response details
will be inside the responses[E_ASYNC_DIALOG]
array. If another
dialog gets shown while awaiting, the Task will be discarded with any following
code that was to be resumed.
For comfortability, it also provides support for PawnPlus strings:
ShowPlayerDialogStr(playerid, dialogid, DIALOG_STYLE:style, ConstString:caption, ConstString:info, ConstString:button1, ConstString:button2 = ConstString:STRING_NULL);
Task:ShowPlayerAsyncDialogStr(playerid, DIALOG_STYLE:style, ConstString:caption, ConstString:info, ConstString:button1, ConstString:button2 = ConstString:STRING_NULL);
static TestAsyncDialog(playerid)
{
yield 1;
new Task:t = ShowPlayerAsyncDialog(
playerid,
DIALOG_STYLE_MSGBOX,
"Hello World | Async Dialog",
"Through TestAsyncDialog, the World says \"Hello World.\"",
"Hi!",
"Ok!"
);
new responses[E_ASYNC_DIALOG];
await_arr(responses) t;
new string[144];
format(
string,
sizeof(string),
"Script: TestAsyncDialog - Response: %s",
responses[E_ASYNC_DIALOG_RESPONSE] ? "true" : "false"
);
SendClientMessage(playerid, -1, string);
}
static TestAsyncDialogStr(playerid)
{
yield 1;
new Task:t = ShowPlayerAsyncDialogStr(
playerid,
DIALOG_STYLE_MSGBOX,
str_new_static("Hello World | Async Dialog Str"),
str_new_static("Through TestAsyncDialogStr, the World says \"Hello World.\""),
str_new_static("Hi!"),
str_new_static("Ok!")
);
new responses[E_ASYNC_DIALOG];
await_arr(responses) t;
new string[144];
format(
string,
sizeof(string),
"Script: TestAsyncDialogStr - Response: %s",
responses[E_ASYNC_DIALOG_RESPONSE] ? "true" : "false"
);
SendClientMessage(playerid, -1, string);
}
You might be wondering that because this library is quite similar with async-dialogs. Well, I have this library privately in my script because of some preference reasons. I don't find comfortable with the async-dialogs
enumerator naming convention, and also there's a bug in there that messes up my script dialog IDs. I suspected that the bug happens because I have some libraries which hook the dialog functions and callback in my script, and the async-dialogs
doesn't trigger the hooks because it directly calls the native.