Unfortunately, it was necessary to make a few design changes in RapaGUI 2.0. This might require some adaptations in your scripts to make them compatible with RapaGUI 2.0. Please read through the following notes to learn if your script is affected.
moai.Set("radio", "active", 5) ; triggers event callback! p_DoSomething() |
With RapaGUI 1.x, the event handler function for Radio.Active wouldn't
be called before the next call to WaitEvent()
, i.e. p_DoSomething()
would
always be called before the event handler for Radio.Active got called.
In RapaGUI 2.0 this is different now. The event handler will always be called
right when the event occurs. This means that p_DoSomething()
will be called after
the event handler for Radio.Active because the call to moai.Set()
will force the event handler to be run immediately after changing the active radio item.
WaitEvent()
will never return. On most platforms, a call to WaitEvent()
will be a one-way ticket that starts your application's main event loop and never
returns. Only on AmigaOS and compatibles does WaitEvent()
still return from time
to time but you shouldn't rely on this behaviour because on other platforms it
behaves differently. If you want WaitEvent()
to run custom callbacks, just use
Hollywood 9.0's new RunCallback()
function.
WaitEvent()
now. It's no longer acceptable to
implement custom event handling using CheckEvent()
or CheckEvents()
. Routing normal
Hollywood scripts through RapaGUI will only work if they use WaitEvent()
too.
True
for the dialog (and possibly set Application.Sleep to True
too) and then
you can implement the dialog's actual behaviour by repeatedly calling a management function
either using SetTimeout()
or Hollywood 9.0's new RunCallback()
function. Take a look at
the updated Dialogs example for a reference implementation of a non-blocking dialog
that uses this technique (choose "Test progress bar dialog" from the menu).
WaitLeftMouse()
, WaitSampleEnd()
,
InKeyStr()
, etc. These can't be used together with RapaGUI any longer.
False
without triggering any event.
TextGfx
but to Gfx
.