Displaying multiple ShowMessage popups?

Started by thepenguin, August 14, 2013, 01:10:57 PM

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thepenguin

So far I have only had success with one at a time.  Is there a way to show two messages at a time?

For example:

0 0 "Hello World" ShowMessage
700 500 "Hello Multiverse" ShowMessage


Is the command designed to work with only one at a time? Could it be changed to show multiples? Am I doing something horribly wrong?
Thanks in advance.
We have become the creeper...

knucracker

It is currently designed to show only one message at a time.  This command maps through to the Unity GUI subsystem which is an immediate mode system.  That means that each frame, the GUI is redrawn.  This is why you have to call ShowMessage each frame that you want the message to be shown.

Now, I could probably add a ShowMessage2 call to extend from 1 to 2 messages.  It would work the same as ShowMessage, but of course allow for a second message.

Tell me more about what you are wanting to accomplish, though.  How many messages, what kind of content they might contain, how frequently they change, are you wanting them to float with the map or to be attached to the physical window edges, etc.

thepenguin

#2
Quote from: virgilw on August 14, 2013, 01:34:10 PM
How many messages,
what kind of content they might contain,
how frequently they change,
are you wanting them to float with the map or to be attached to the physical window edges
1. I could have anywhere from one message to five-ish at most.
2. Text, of various natures. Everything from display of the current game stage, to instruction windows, to current metrics of the game
3. Everywhere from changing every frame all the way up to changing after a few minutes.
4. I would figure that a majority of them would be fixed with the window edges.
We have become the creeper...

thepenguin

We have become the creeper...

knucracker

I'm OOT through Sunday but I'll give it some thought....
For non dynamic text you can of course use images like I do in farbor. 

I may end up adding support for something else , though. 

Hunter Seeker

I had encountered this before Penguin.  I decided to create a global core that handled all my messages and strung them together.  The other cores would send strings to the global message handler.  Just an idea in case it helps for a workaround i used.
Aspire to Inspire

thepenguin

Quote from: Hunter Seeker on August 22, 2013, 12:57:28 PM
I had encountered this before Penguin.  I decided to create a global core that handled all my messages and strung them together.  The other cores would send strings to the global message handler.  Just an idea in case it helps for a workaround i used.
this might work, but the problem is that it would have to appear in the same message box.
We have become the creeper...

knucracker

Just a quick reply...
I have not forgotten about this, I just have had zero cycles to devote to it.  I'm locked into finishing the final mission (it's a doozy) currently, and can't deviate from that path.

thepenguin

Quote from: virgilw on August 22, 2013, 03:20:40 PM
Just a quick reply...
I have not forgotten about this, I just have had zero cycles to devote to it.  I'm locked into finishing the final mission (it's a doozy) currently, and can't deviate from that path.
I understand.
We have become the creeper...