Code Bank - share useful code!

Discussion in 'Advanced Programming Discussion' started by Samuel Venable, Mar 10, 2019.

  1. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    Similar to the VBForums code bank, we could seriously use one. Just a place to share and talk about useful code snippets, whether raw GML or stuff useful to build upon for native extensions. I'm only putting this in the advanced forum because native extension code is permitted to be shared here. Not all code snippets must be written by advanced users! Most notably, GML can be shared here--and if it's useful--doesn't matter if it was easy to write. Please give explanations of what your code does and how to use it. This'll be a good resource.

    Just post it!

    Have questions about a code snippet? Do not clog or distract the goodness of this topic. PM the post's author, and hope they get back to you. :)

    ------------------------

    I'll start.

    For example, here's a snippet I wrote for a much larger project recently, but is useful for much more than being shared as an extension on its own; I'm using it quite a lot for a Linux re-write of my Dialog Module extension:

    main.cpp
    Code:
    /*
    
     MIT License
    
     Copyright © 2019 Samuel Venable
    
     Permission is hereby granted, free of charge, to any person obtaining a copy
     of this software and associated documentation files (the "Software"), to deal
     in the Software without restriction, including without limitation the rights
     to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
     copies of the Software, and to permit persons to whom the Software is
     furnished to do so, subject to the following conditions:
    
     The above copyright notice and this permission notice shall be included in all
     copies or substantial portions of the Software.
    
     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
     AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     SOFTWARE.
    
    */
    
    #include <cstdio>
    #include <cstdlib>
    #include <string>
    
    using std::string;
    
    #define EXPORTED_FUNCTION extern "C" __attribute__((visibility("default")))
    
    EXPORTED_FUNCTION char *evaluate_shell(char *command) {
      char *buffer = NULL;
      size_t buffer_size = 0;
    
      string str_command = command;
      string str_buffer = "";
    
      FILE *file = popen(str_command.c_str(), "r");
      while (getline(&buffer, &buffer_size, file) != -1)
        str_buffer += buffer;
    
      free(buffer);
      pclose(file);
    
      if (str_buffer.back() == '\n')
        str_buffer.pop_back();
    
      static string str_result;
      str_result = str_buffer;
    
      return (char *)str_result.c_str();
    }
    Again, please give explanations of what your code does and how to use it. Allow me to start by explaining the code above. It evaluates shell scripts, while similar to my "famous" Execute Shell extension, not only can it execute from the shell, it can also read any output from it (not including errors, but that could easily be added with a small tweak). Compile it with the G++ GNU C++ Compiler, using the following in any Unix terminal:

    Code:
    cd /Path/To/EvaluateShell/
    g++ -c -std=c++11 main.cpp -fPIC -m64
    g++ main.o -o EvaluateShell.x64/EvaluateShell.so -shared -fPIC -m64
    Replace "/Path/To/EvaluateShell/" with the path to a folder containing the C++ code file and make sure that file is named "main.cpp". You will need an output folder in that same directory named "EvaluateShell.x64". Notice the x64, this will be for 64-bit builds and requires building on a 64-bit Unix OS (whether macOS, Linux, BSD, Solaris, or whatever).

    If you want 32-bit support of this extension sample, the same rules apply. Install G++ on your OS as needed, cd to the correct path, and run the commands one line at a time on your terminal application. Create the same folder, but this time have it named "EvaluateShell.x86". Depending on your OS, you will need the proper file extension for the shared library. Linux as you can see is *.so, macOS is *.dylib, Windows is *.dll and so forth:

    Code:
    cd /Path/To/EvaluateShell/
    g++ -c -std=c++11 main.cpp -fPIC -m32
    g++ main.o -o EvaluateShell.x86/EvaluateShell.dylib -shared -fPIC -m32
    Notice in the above terminal commands snippet, this time I used the dylib extenson - "EvaluateShell.dylib" - this is good for compiling on macOS right out of the box as soon as you have G++ via the HomeBrew package manager. On Linux you can compile the code in the snippet previous to the one directly above and you can use the extension via GameMaker Studio 1.4, as the Linux runner is 32-bit in all versions of Studio prior to 2.x. Mac is 64-bit in both runners as of 1.49999 to Studio 2.x onward.

    Should you compile for Studio 2 on Linux, you will need to use the -m64 flag instead of -m32, via modifying the terminal snippet, depending on which one of the two you copy/paste. Create an extension in Studio from the Extensions node of the resource tree in the IDE. Get the library file imported and create the function. Make sure the internal and external names of the function are "evaluate_shell". The return value must be a string. Add an argument and make it a string. The help line should be:

    Code:
    evaluate_shell(command)
    Now you are ready to test it. command is the terminal command or shell script contents you wish to execute and evaluate.

    ------------------------

    Have fun and I hope this topic gets a lot of love.

    Edit:

    I discovered Windows does not have the getline() POSIX function, so to port this properly, I'll need to write my own. I'll share it here when I have a thoroughly tested and working version of that.
     
    Last edited: Sep 14, 2019
  2. Tthecreator

    Tthecreator Your Creator!

    Joined:
    Jun 20, 2016
    Posts:
    744
    The first script I always import into a new project is this:
    Code:
    ///sdbm(var1,var2)
    /*
    Stands for "show debug message" and writes a log line showing any values given to it.(Will be shown within game maker's compiler log)
    Multiple arguments of any type can be passes to this script and every argument will be seperated by a "#" symbol.
    */
    var str=""
    for(var i=0;i<argument_count;i++){
    str=str+string(argument[i])+"#"
    }
    show_debug_message(str)
    
    It will draw any inside your compile form. The nice thing is that multiple values can be given. These values will be seperated by a #.
    An example would be:
    sdbm("updated position",id,x,y).
    The output could be:
    update position#5#100#234#
     
    fireday2, DaMuffin, Bentley and 5 others like this.
  3. Tsa05

    Tsa05 Member

    Joined:
    Jun 21, 2016
    Posts:
    555
    Each of the scripts below were devised while working on a dialog/VN engine, and now I routinely go back to them in other projects.


    array_delete(array, pos)
    Deletes a position from an array. Srsly, how is this not a built-in thing?
    Code:
    ///    @description     array_delete(array, pos)
    ///    @arg    {array}    array    The array to delete from
    ///    @arg    {real}    pos        The position to delete
    ///    @returns a new array or -1 when the array is empty
    var a = argument0;
    var i = argument1;
    var r = -1;
    var L = array_length_1d(a);
    if(L>1){
        r=array_create(L-1);
        array_copy(r, 0, a, 0, i);
        array_copy(r, i, a, i+1, L-i+1);
    }
    return r;
    

    array_find(array, value)
    Finds the index of value in array, or returns -1, because srsly, how is this not a built-in thing?
    Also, note the hilarity of the length of this script, while reading the GMS 2.2 continuity thread. See how this script tediously tests its way through amusingly weird problems with equivalency.
    Code:
    ///    @description    array_find(array, value)
    ///    @args    {array}    array    The array to search
    ///    @args    {any}    value    The value to search for
    /*
    *    Searches a given array for the value indicated.
    *    Returns -1 or the first index located.
    */
    var a = argument[0];
    var v = argument[1];
    var retval = -1;
    if(!is_array(a)){
        return retval;
    }
    var type = typeof(v)
    for(var z=0;z<array_length_1d(a);z+=1){
        var av = a[z];
        var avtype = typeof(av);
        if(avtype==type){
            if(av==v){
                retval = z;
                return retval;
            }
        }
    }
    return retval;
    
    

    array_insert_1d(array, index, value)
    Inserts a value into an array because srsly, how is this not a built-in thing? Sensing a theme here?
    Code:
    ///    @description    Returns the modified array
    ///    @arg    {real}    array    The arrey to insert into
    ///    @arg    {real}    index    Where to insert
    ///    @arg            value    What to add to the array
    ///    @returns    {real}    Array with the newly inserted value
    
    var a = argument[0];
    var p = argument[1];
    var d = argument[2];
    
    if(!is_array(a)){
        a[0] = d;
    }else{
        var L = array_length_1d(a);
        var r = array_create(1);
        array_copy(r, 0, a, 0, p);
        r[p] = d;
        array_copy(r, p+1, a, p, L-p+1);
    }
    return r;
    

    array_is_ok(array, index)
    Simply performs that oft-needed check of whether an index is greater than or equal to zero and also within the length bounds of the array.
    Code:
    ///    @desc    Returns true if a valid index within a valid array is found
    ///    @arg    {real}    array
    ///    @arg    {real}    index
    var ary = argument[0];
    var ind = argument[1];
    
    return (ind>=0 && is_array(ary) && ind<array_length_1d(ary));
     

    array_to_string(array, token)
    Turns an array into a string, adding token after each entry
    Code:
    /// @description array_to_string(array, token)
    /// @arg {array}    array    The array to concatenate
    /// @arg {string}    token    Character to tokenize with
    var a = argument[0];
    var t = argument[1];
    var r = "";
    if(!is_array(a)){ return a; }
    for (var z=0; z<array_length_1d(a); z+=1){
        r+=string(a[z])+t;
    }
    return r;

    string_to_array(string, token)
    Break up a string into array parts using a token separator
    Code:
    /// @desc string_to_array(string, token)
    /// @arg {string} string The string to tokenize
    /// @arg {string} token The character to use as a token
    /*
    *   Turn a tokenized string into an array of values
    */
    
    var s = argument0;
    var t = argument1;
    var a = 0;
    
    var n = string_count(t,s);
    if(string_char_at(s,string_length(s))!=t){
        n+=1;
    }
    
    for(var z = 0;z<n;z+=1){
        var p = string_pos(t,s);
        if(!p) p=string_length(s)+1;
        a[z] = string_copy(s,1,p-1);
        s = string_delete(s,1,p-1+string_length(t));
    }
    return a;

    debug_array(array)
    Print the array to the debugger. Sanity restored.
    Code:
    /// debug_array(array)
    var array = argument[0];
    if(!is_array(array)){
        show_debug_message("Not an array! "+string(array));
    }
    var height = array_height_2d(array);
    if(height>0){ //2D
        for(var row=0; row<height; row+=1){
            var txt = "| ";
            for(var col=0; col<array_length_2d(array, row); col+=1){
                txt += string(array[row, col])+" | ";
            }
            show_debug_message(txt);
        }
    }else{
        var txt = "| ";
        for(var col=0; col<array_length_1d(array); col+=1){
            txt += string(array[col])+" | ";
        }
        show_debug_message(txt);
    }

    color_sub(colorName)
    Accepts a string name of GameMaker's built-in colors, returns the value of that color. Useful for cases where you might be loading color info from an external file. Extra useful in cases where GMS adds made-up precision to numbers when writing data to files ;)
    Code:
    ///    @arg    {string}    colorName        The name of the GMS color to use
    ///    @returns    {real}    colorVal        Game Maker encoded color or -1
    
    var c = string_lower(argument[0]);
    
    switch (c){
        case "aqua":
            return c_aqua;
        break;
        case "black":
            return c_black
        break;
        case "blue":
            return c_blue;
        break;
        case "dkgray":
            return c_dkgray;
        break;
        case "fuchsia":
            return c_fuchsia;
        break;
        case "gray":
            return c_gray;
        break;
        case "green":
            return c_green;
        break;
        case "lime":
            return c_lime;
        break;
        case "ltgray":
            return c_ltgray;
        break;
        case "maroon":
            return c_maroon;
        break;
        case "navy":
            return c_navy;
        break;
        case "olive":
            return c_olive
        break;
        case "orange":
            return c_orange
        break;
        case "purple":
            return c_purple
        break;
        case "red":
            return c_red;
        break;
        case "silver":
            return c_silver;
        break;
        case "teal":
            return c_teal;
        break;
        case "white":
            return c_white;
        break;
        case "yellow":
            return c_yellow;
        break;
    }
    return -1;

    debug_console(val1, val2, ... )
    An old debug_message replacement script. Could use some minor updating, but you use it in place of the regular debug message command and it automatically adds the TIME, OBJECT, EVENT, and all passed arguments cast to strings, separated by spaces.
    Code:
    /// debug_console(val1,val2,...)
    var o=object_get_name(object_index)
    var e="";
    var s="";
    var i=0;
    repeat (argument_count) {
        s+=" "+string(argument[i++]);
    }
    switch event_type{
    case ev_create: e="Create";break;
    case ev_destroy: e="Destroy";break;
    case ev_alarm: e="Alarm";break;
    case ev_step: e="Step";break;
    case ev_keyboard: e="Keyboard";break;
    case ev_mouse: e="Mouse";break;
    case ev_collision: e="Collision";break;
    case ev_other:
        switch event_number{
        case 63:
            e="Async";
        break;
        default:
            e="Other";
        }
    break;
    case ev_draw: e="Draw";break;
    case ev_keyrelease: e="KeyRelease";break;
    default: e="Room";o="noone";}
    show_debug_message(date_time_string(date_current_datetime())+" | "+o+" | "+e+" |"+s);

    draw_color_picker(x, y, w, h, ds_list);
    You make a ds list containing color info in the form of [R,G,B] arrays. This script draws a series of color picker boxes with those colors, fitting within the width and height desired. The script also returns the index of the color that you're currently hovering over, so that you can store it to an instance variable and use it on clobal mouse click, etc. Returns -1 if you're not hovering over a color.
    Code:
    /// @description        draw_color_picker(x,y,w,h, ds_list)
    /// @param    {real}    x            Starting x-coordinate
    /// @param    {real}    y            Starting y-coordinate
    /// @param    {real}    w            Width of picker
    /// @param    {real}    h            Height of picker
    /// @param    {real}    perRow        How many per row to draw
    /// @param    {real}    colorsList    A ds_list containing [r,g,b] data
    /*
    *    Draw a series of bordered boxes using a defined border color and
    *    a ds_list of Game Maker color values
    *
    *    Returns:
    *        Real: An array of RGB color values
    */
    var hilightColor = c_yellow;
    var borderColor = c_black;
    
    var px = argument[0];
    var py = argument[1];
    var pw = argument[2];
    var ph = argument[3];
    var pr = argument[4];
    var pc = argument[5];
    
    if(!ds_exists(pc,ds_type_list)) return -1;
    var pn = ds_list_size(pc);
    var preColor = draw_get_color();
    // How small is a side, to make it all fit...
    var p = 3;
    var s = pw/pr-p;
    var retVal = -1;
    var dx = px; var dy = py;
    for(var z = 0; z< pn; z+=1){
        draw_set_color(borderColor);
        if(point_in_rectangle(mouse_x,mouse_y, dx, dy, dx+s, dy+s)){
            retVal = pc[|z];
            draw_set_color(hilightColor);
        }
        draw_rectangle(dx, dy, dx+s, dy+s, 0);
        var c = pc[|z];
        if(is_array(c) && array_length_1d(c)>=3){
            draw_set_color(make_color_rgb(c[0], c[1], c[2]));
        }
        draw_rectangle(dx+1, dy+1, dx+s-1, dy+s-1, 0);
        dx+=s+p;
        if(dx>=px+pw){
            dx = px; dy+=s+p;
        }
    }
    draw_set_color(preColor);
    return retVal;

    draw_dashed_line(x1, y1, x2, y2, width, spacing/size, dashType)
    Draws a dashed (0) or dotted (1) line between the given points.
    Code:
    ///    @arg    x1            x1
    ///    @arg    y1            y1
    ///    @arg    x2            x2
    ///    @arg    y2            y2
    ///    @arg    width        Width of line
    ///    @arg    dashSize    Spacing/size of dash
    ///    @arg    dashType    Dashed or dotted
    var x1 = argument0;
    var y1 = argument1;
    var x2 = argument2;
    var y2 = argument3;
    var w  = argument4;
    var size = argument5;
    var type = argument6;
    
    var len = point_distance(x1,y1,x2,y2) div size;
    var dir = point_direction(x1,y1,x2,y2);
    var a = lengthdir_x(size,dir);
    var b = lengthdir_y(size,dir);
    for(var i=0; i<len; i++){
        if !(i & 1){
            if(type==0){
                draw_line_width(x1+a*i, y1+b*i, x1+a*(i+1), y1+b*(i+1), w);
            }else if(type==1){
                draw_circle(x1+a*i, y1+b*i, w, 0);
            }
        }
    }

    DS CHECKING: Since there's some funny ways that things can go wrong, especially with loading external JSON, I found myself typing out the same darned silly long checking statements over and over. For example, attempting to load a list and then using the ds_exists function will crash GameMaker if the result was "undefined."
    So there's scripts now. There's never a guarantee that a datastructure is actually what you think it is, but these help...

    ds_is_list(listID)
    Is the value stored in this variable actually a ds_list?
    Code:
    ///@description    ds_is_list(listID)
    ///@param    listID    Check whether this is a list
    var l = argument[0];
    
    return !(is_undefined(l) || is_string(l) || !ds_exists(l,ds_type_list));
    

    ds_is_map(mapID)
    Code:
    ///@description    ds_is_map(mapID)
    ///@param    mapID    Check whether this is a map
    /*
    *    Returns whether the input is a map
    */
    var m = argument[0];
    
    return !(is_undefined(m) || is_string(m) || !ds_exists(m,ds_type_map));
    

    DS_List_adds: The ds_ functions and accessors are often decent, but in cases where you're dealing with JSON, you're going to find yourself repeating certain extra functions a stupid number of times. GMS has ds_map_add_map() and ds_map_add_list() for adding data structures to maps. But is missing these others:

    Warning:
    These functions are magical and also poison. By marking a list item as a data structure, GameMaker will automatically clean up (destroy) child structures when the parent structure is destroyed. This is a blessing for memory management, and a curse if you needed those lists elsewhere ;D

    ds_list_add_list(id, list)
    Add a list to a list, marking it as a list.
    Code:
    ///    @arg    {real}        id        The list to add to
    ///    @arg    {real}        list    The list to add
    /*
    *    Put a list into a list properly; JSON compliant
    *    If the containing list is destroyed,
    *    this list destroys with it.
    *
    */
    var a = argument[0];
    var b = argument[1];
    
    ds_list_add(a, b);
    ds_list_mark_as_list(a, ds_list_size(a)-1);
    

    ds_list_add_map(id, map)
    Add a map to a list, marking it as a map
    Code:
    ///    @arg    {real}        id        The list to add to
    ///    @arg    {real}        map        The map to add
    /*
    *    Put a map into a list properly; JSON compliant
    *    If the containing list is destroyed,
    *    this map destroys with it.
    */
    
    var a = argument[0];
    var b = argument[1];
    
    ds_list_add(a, b);
    ds_list_mark_as_map(a, ds_list_size(a)-1);
    

    ds_list_lookup(list, index, default)
    Especially when dealing with external data, you'll need to look up a value, then examine it for validity and possibly substitute a default. All in one script, here.
    Code:
    /// @description ds_map_lookup(list, index, default);
    ///    @arg    {ds_list}        list        The Map to search
    ///    @arg    {real}            index        The key to look up
    ///    @arg                    default        The value to return if not found
    var L = argument[0];
    var k = argument[1];
    var d = argument[2];
    if(!is_undefined(L) && ds_exists(real(L), ds_type_list) && k>=0 && k<ds_list_size(L)){
        d = L[|k];
    }
    return d;

    ds_map_lookup(map, key, default)
    Especially when dealing with external data, you'll need to look up a value, then examine it for validity and possibly substitute a default. All in one script, here.
    Code:
    /// @description ds_map_lookup(map, key, default);
    ///    @arg    {ds_map}        map        The Map to search
    ///    @arg    {real,string}    key        The key to look up
    ///    @arg    {real,string}    default The value to return if not found
    var m = argument[0];
    var k = argument[1];
    var d = argument[2];
    if(!is_undefined(m) && ds_exists(real(m), ds_type_map) && ds_map_exists(m,k)){
        d = ds_map_find_value(m,k);
    }
    return d;

    is_in(value, test1, test2, test3, ...) OR
    is_in(value, array)
    Described in function, and I submitted it to the gmlscripts.com forums, too.
    Basically, if I want to test whether x, y, or z is equal to a value, that requires a longish IF statement.
    If I'm ok with potentially sacrificing some short-circuit probabilities, I can use this:
    if is_in(value, x, y, x) OR
    if is_in(value, [x, y, z])
    (Which can be especially useful if the array is populated elsewhere)
    Code:
    ///    @description        Returns whether a value is in the supplied set of arguments
    ///    @function            is_in( value, test0, [test1], [...] )
    ///    @param                value    The value to search for
    ///    @param                test0    Value to compare to
    ///    @param                [test1]    Add parameters as needed to extend the set
    ///    @returns    {bool}    True when value was found in set
    /*
    *    Suppose we want to test whether x, y, or z is equal to value.
    *    GameMaker:
    *        if(x==value || y==value || z==value)
    *    Python:
    *        if value in {x, y, z}
    *    This script shortens what you'd have to type in GameMaker like so:
    *        if is_in(value, x, y, z)
    */
    // Created for SLIDGE engine
    // Submitted to GMLscripts.com/license
    
    var test = argument[0];
    var argz = 0;
    for(var z=1; z<argument_count; z+=1){
        argz = argument[z];
        if(is_array(argz)){
            for(var i=0; i<array_length_1d(argz); i+=1){
                if(test == argz[i]){
                    return true;
                }
            }
        }else{
            if(test == argument[z]){
                return true;
            }
        }
    }
    return false;
    

    I think those are the chief ones I keep reusing...
     
    Last edited: Apr 30, 2019
  4. YellowAfterlife

    YellowAfterlife ᴏɴʟɪɴᴇ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ Forum Staff Moderator

    Joined:
    Apr 21, 2016
    Posts:
    2,386
    This can be done with two array_copy calls and an array_create call, no need to loop over array while reallocating it length-1 times.
    Similar goes for array_insert_1d.

    You could use typeof() instead of manual checking (which has you miss a handful of types), but also you could just check if value is a string and check for strings in that case (and anything but strings if it's not).

    As of past few years, debug_get_callstack offers better position information (I also wrote a post about this)

    ds-related functions won't reliably save you from trouble (e.g. if your JSON contains a number instead of an array, it might hit a valid DS id), but do what you may
     
  5. kraifpatrik

    kraifpatrik Member

    Joined:
    Jun 23, 2016
    Posts:
    125
    A funny little macro that ensures that the code after it in a script / object (not instance!) event is executed only once.
    Code:
    #macro PRAGMA_ONCE \
        do \
        { \
            if (!variable_global_exists("__pragmaOnce")) \
            { \
                global.__pragmaOnce = ds_map_create(); \
            } \
            var _cs = debug_get_callstack(); \
            var _cr = _cs[0]; \
            if (ds_map_exists(global.__pragmaOnce, _cr)) \
            { \
                exit; \
            } \
            global.__pragmaOnce[? _cr] = 1; \
        } \
        until (1)
    

    EDIT: Oh god dammit, I accidentaly deleted the previous snippets... :( I will add them again later
     
    Last edited: Sep 21, 2019 at 10:57 AM
    ZeDuval likes this.
  6. Tsa05

    Tsa05 Member

    Joined:
    Jun 21, 2016
    Posts:
    555
    @YellowAfterlife Great suggestions; I'd assumed that GameMaker's copying was essentially equivalent, but they appear to be a bajillion times speedier. I've updated array_delete, array_insert_1d, and array_find in the OP accordingly, so that it looks like you're crazy ;D
     
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  7. TheSnidr

    TheSnidr Heavy metal viking dentist GMC Elder

    Joined:
    Jun 21, 2016
    Posts:
    466
    Simple script for getting a 3D vector from a 2D window coordinate, works for both perspective and orthographic projections:
    Code:
    /// @description convert_2d_to_3d(camera, x, y)
    /// @param camera
    /// @param x
    /// @param y
    /*
    Transforms a 2D coordinate (in window space) to a 3D vector.
    Returns an array of the following format:
    [dx, dy, dz, ox, oy, oz]
    where [dx, dy, dz] is the direction vector and [ox, oy, oz] is the origin of the ray.
    
    Works for both orthographic and perspective projections.
    
    Script created by TheSnidr
    */
    var camera = argument0;
    var _x = argument1;
    var _y = argument2;
    
    var V = camera_get_view_mat(camera);
    var P = camera_get_proj_mat(camera);
    
    var mx = 2 * (_x / window_get_width() - .5) / P[0];
    var my = 2 * (_y / window_get_height() - .5) / P[5];
    var camX = - (V[12] * V[0] + V[13] * V[1] + V[14] * V[2]);
    var camY = - (V[12] * V[4] + V[13] * V[5] + V[14] * V[6]);
    var camZ = - (V[12] * V[8] + V[13] * V[9] + V[14] * V[10]);
    
    if (P[15] == 0) 
    {    //This is a perspective projection
        return [V[2]  + mx * V[0] + my * V[1], 
                V[6]  + mx * V[4] + my * V[5], 
                V[10] + mx * V[8] + my * V[9], 
                camX, 
                camY, 
                camZ];
    }
    else 
    {    //This is an ortho projection
        return [V[2], 
                V[6], 
                V[10], 
                camX + mx * V[0] + my * V[1], 
                camY + mx * V[4] + my * V[5], 
                camZ + mx * V[8] + my * V[9]];
    }
     
    hippyman, Cpaz, RujiK and 1 other person like this.
  8. Pfap

    Pfap Member

    Joined:
    Apr 30, 2017
    Posts:
    551
    Here's a script for finding the greatest common divisor of two numbers.

    Code:
    // gcd(a,b)
    // constraint: a>0 and b>0
    var a,b;
    a = argument0;
    b = argument1;
    //It will run until the return. while true == true{
    while true {
        a = a % b;
        if a = 0{ return b };
        b = b % a;
        if b = 0{ return a };
    }
    
    I discovered the usefulness of this script while working out a way to display point meters. It could be useful for health bars or other in game bars; basically, anytime you want to display a fraction of a whole.

    Lets say you have a level progress bar that takes 1000 points to fill and you want it to be displayed in the center of your room and for this example, the bar already has 500 points. The problem I ran into is that my room_width is 432 and I wanted 16 pixels of padding on either side.
    So, we know that the full bar is 1000 points, which leaves us with 1 unkown that can be though of as a fraction algebra problem.
    500/1000 and x/(room_width-32)

    We need to reduce before we can divide and multiply to find x, which is what the above script will do for you.


    Here is some code depicting a progress bar 1/2 full.
    Code:
    bar_progress = 500;
    bar_length = 1000;
    
    
    //reduce the current amount of bar_progress/bar_length
    var divisor = gcd(bar_progress,bar_length);
    var reduced_progress = bar_progress/divisor;
    var reduced_bar = bar_length/divisor;
    
    //now get it into the amounts I can use to draw
    full_length = (room_width-32);//32 for padding
    var multiplier = full_length/reduced_bar;
    draw_progress = multiplier*reduced_progress;
    


    Now draw progress will be the length of half of (room_width-32) or 200/400. Which is what I wanted a 200 pixel length bar to draw on top of a 400 pixel bar of a different color, thus depicting progress of 50%.
    It is really easy to use any values to build dynamic meters and bars to display info and can of course be easily used with sprite_width for any custom bars or even set values and draw_line for simple enemy health bars that will not pollute the game screen. For instance, if you have enemy sprites that are 32 pixels wide and you want to cram a 1000 point health bar above them; you would just replace the full_length variable with a value you set, in this case 32.

    I guess it could almost be thought of as a unit converter for points to pixels.





    Commonly known as the Euclidean algorithm and the original script I discovered here:
    https://forum.yoyogames.com/index.php?threads/greatest-common-factor-script.25245/
     
    Last edited: Mar 20, 2019
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  9. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    This is a continuation from the OP, where I demonstrated how to execute and evaluate shell scripts with a GameMaker extension. After you have compiled main.cpp into a DYLIB for macOS, and done everything else instructed in the OP, you are ready for trying out the stuff outlined in this post.

    If you would like to skip this tutorial completely, you may download the finished product here.

    (Note: the app in the ZIP included file still needs to be code-signed).


    First, you will need to download DialogModule for Mac Scripting. Download and extract the ZIP archive from that link. Under the extracted folder named "DialogModule" there is the entire source code for the DialogModule Mac Executable. Don't be so focussed on that folder - it's just there for people with experience in C++ and Objective-C who want to modify or expand the software I'm providing free in that download. MIT License.

    Where you should first place your focus, however, is on the extracted folder, "dlgmod64" where you will find a mac app that can be used for scripting, named "dlgmod64.app". This file will execute the shell script commands you feed it at runtime, and this example will open a series of dialog boxes that normally are not available in GameMaker Studio, such as an NSAlert.

    Create a new project in GameMaker, import the extension you previously had made, and paste this code into the create event of an empty, first room:

    For GameMaker Studio 1.4 users:
    Code:
    zip_unzip(working_directory + "dlgmod64.zip", game_save_id + "dlgmod64/");
    shellscript_evaluate('chmod 777 "' + game_save_id + 'dlgmod64/dlgmod64.app/Contents/MacOS/dlgmod64"');
    var prefix = '"' + game_save_id + 'dlgmod64/dlgmod64.app/Contents/MacOS/dlgmod64" ', str;
    
    str = shellscript_evaluate(prefix + '--show-message "Hello World" "DialogModule"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--show-message-cancelable "Hello World" "DialogModule"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--show-question "Yes or no?" "DialogModule"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--show-question-cancelable "Yes, no, or cancel?" "DialogModule"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--show-attempt "Hello World!" "Error - DialogModule"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--show-error "Hello World!" 0 "Error - DialogModule"');
    if (str == "") { game_end(); exit; } shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-string "Enter a string:" "Hello World!" "DialogModule"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-password "Enter a string password:" "Hello World!" "DialogModule"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-integer "Enter an integer:" 0 "DialogModule"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-passcode "Enter an integer passcode:" 0 "DialogModule"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    var filter = "Sprite Images (*.png *.gif *.jpg *.jpeg)|*.png;*.gif;*.jpg;*.jpeg|Background Images (*.png)|*.png|All Files (*.*)|*.*";
    
    str = shellscript_evaluate(prefix + '--get-open-filename "' + filter + '" "Select a File"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-open-filename-ext "' + filter + '" "Select a File" "" "Open Ext"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-open-filenames "' + filter + '" "Select Files"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-open-filenames-ext "' + filter + '" "Select Files" "" "Open Ext"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-save-filename "' + filter + '" "Untitled.png"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-save-filename-ext "' + filter + '" "Untitled.png" "" "Save As Ext"');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-directory ""');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-directory-alt "Select Directory Alt" ""');
    if (str != "") shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-color ' + string(c_red));
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    str = shellscript_evaluate(prefix + '--get-color-ext ' + string(c_red) + ' "Colors Ext"');
    shellscript_evaluate(prefix + '--show-message "' + str + '" "DialogModule"');
    
    game_end();
    For GameMaker Studio 2.x users:
    Code:
    zip_unzip(working_directory + "dlgmod64.zip", game_save_id + "dlgmod64/");
    shellscript_evaluate(@'chmod 777 "' + game_save_id + @'dlgmod64/dlgmod64.app/Contents/MacOS/dlgmod64"');
    var prefix = @'"' + game_save_id + @'dlgmod64/dlgmod64.app/Contents/MacOS/dlgmod64" ', str;
    
    str = shellscript_evaluate(prefix + @'--show-message "Hello World" "DialogModule"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--show-message-cancelable "Hello World" "DialogModule"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--show-question "Yes or no?" "DialogModule"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--show-question-cancelable "Yes, no, or cancel?" "DialogModule"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--show-attempt "Hello World!" "Error - DialogModule"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--show-error "Hello World!" 0 "Error - DialogModule"');
    if (str == "") { game_end(); exit; } shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-string "Enter a string:" "Hello World!" "DialogModule"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-password "Enter a string password:" "Hello World!" "DialogModule"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-integer "Enter an integer:" 0 "DialogModule"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-passcode "Enter an integer passcode:" 0 "DialogModule"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    var filter = "Sprite Images (*.png *.gif *.jpg *.jpeg)|*.png;*.gif;*.jpg;*.jpeg|Background Images (*.png)|*.png|All Files (*.*)|*.*";
    
    str = shellscript_evaluate(prefix + @'--get-open-filename "' + filter + @'" "Select a File"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-open-filename-ext "' + filter + @'" "Select a File" "" "Open Ext"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-open-filenames "' + filter + @'" "Select Files"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-open-filenames-ext "' + filter + @'" "Select Files" "" "Open Ext"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-save-filename "' + filter + @'" "Untitled.png"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-save-filename-ext "' + filter + @'" "Untitled.png" "" "Save As Ext"');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-directory ""');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-directory-alt "Select Directory Alt" ""');
    if (str != "") shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-color ' + string(c_red));
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    str = shellscript_evaluate(prefix + @'--get-color-ext ' + string(c_red) + @' "Colors Ext"');
    shellscript_evaluate(prefix + @'--show-message "' + str + @'" "DialogModule"');
    
    game_end();
    Then you will need to archive into a zip file the "dlgmod64.app", (make sure it's in the root directory of the zip), and import that zip as an included file, naming it "dlgmod64.zip". Now you are ready to test run your game!

    You may also build and distribute the app as it is, but before you do so, you will need to code-sign the "dlgmod64.app" mac app yourself. There are many tutorials online that will show you how to run mac apps that are not code-signed that were downloaded from the internet. Google is your friend for that step.

    To reiterate, once you have enabled the app to run, and then code-signed it, you may then use it in your GameMaker-created mac apps.

    Should you change the GML to do something else, of which, you may actually need for a final game, you can follow all these steps with that extension and/or "dlgmod64.zip" file, as needed, edited to your liking, then you may code-sign your app for distribution.
     
    Last edited: Apr 23, 2019
  10. Tsa05

    Tsa05 Member

    Joined:
    Jun 21, 2016
    Posts:
    555
    Here's a Windows Batch script that is *technically* utterly useless, but since that's not the point of this topic, I'm forced to reveal that I find it useful to convince myself that my life is going somewhere:

    countLines.bat (Counts lines of gml in a project folder and offers you comfort)
    You place it in the project directory of a game (where the .yyp file is located) and run it from a command prompt.
    Code:
    @echo off
    
    :CountLines
    setlocal
    set /a totalNumLines = 0
    for /r %1 %%F in (*.gml) do (
      for /f %%N in ('find /v /c "" ^<"%%F"') do set /a totalNumLines+=%%N
    )
    
    echo Total number of code lines = %totalNumLines%
    echo Making progress!
     
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  11. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    @The Sorcerer get over here right quick and share your knowledge with us
     
  12. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    I have updated the tutorial in post #9 to be much simpler by removing the need for AppleScript and instead just executing the shellscripts from the extension directly, allowing it all to be done in GML.
     
  13. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
    578
    So I have a Console that can read keywords and activate code based on those keywords
    I built this ontop of @GMWolf 's text input system
    so any of his code that i did not edit will not be shown
    Right now this is still in testing phases and has place holders as command values but you should be able to tweak it and use it as you wish

    https://forum.yoyogames.com/index.php?threads/evans-console-project.66484/

    This is the meat and potatoes of everything, this gets what the player types and puts the individual keys into the string and then when the player presses enter starts up the scripts

    Code:
    //so this amazing line of code gets the UTF8 index code of the keyboard key you pressed and adds it to the string if the key that you pressed is an allowed key
    if (string_count(chr(keyboard_key), enabled_keys)) && (string_length(chr(keyboard_key)) == 1)
    {
            switch(keyboard_lastchar)
            {
                //case "//": text += "/" break;
                default: text += keyboard_lastchar; break;
            //all this here fixes how game maker does strings
            }
    }
    else
    {
        //this passes all of the information into variables we then shoot into a script
        pressed_key = keyboard_key;
        lc_key = keyboard_lastchar;
        script_execute(scr_key_list);
        text += (special_key);
        special_key = "";
    }
    
    //all of this is for keys that are control sensative
    if !keyboard_check(vk_control)
    {
        switch(keyboard_key)
        {
            case vk_enter: script_execute(scr_read_input); break;
            case vk_backspace:{
                                  switch(string_char_at(text, (string_length(text) - 1) ) )
                                  {
                                      //case "\\": text = string_copy(text,0,(string_length(text) - 2) ) break;
                                      default  : text = string_copy(text,0,(string_length(text) - 1) ) break;
                                  }
                              }break;
            default: break;
        }
    }
    else
    {
        ///these are the shortcut keys
        switch(keyboard_key)
        {
            case ( ord("V") ) : text += clipboard_get_text(); break;
            case vk_backspace : text = string_copy(text,0,(string_length(text) - string_length(text)) ) break;
            default: break;
        }
    }
    

    This is an extension of GMwolfs Enabled keys list, this allows us to use every and any key on the keyboard, using UTF-8, then passes those to the input system and the filtering systems

    Code:
    special_key = ""; // making an empty var that were going to put our key into
    //This Region is just a comment to remember what number is what
    #region //set keys ---------------------------
    /*  list:
        (220 = \)
        (219 = [ {)
        (221 = ] })
        (190 = .)
        (191 = / ?)
        (187 = = +)
        (189 = - _)
        (188 = ,)
        (192 = ` ~) if using this as a debug system I should add an if enabled feature to this for bringing the console up or down
        (96  = numpad_0)
        (97  = numpad_1)
        (98  = numpad_2)
        (99  = numpad_3)
        (100 = numpad_4)
        (101 = numpad_5)
        (102 = numpad_6)
        (103 = numpad_7)
        (104 = numpad_8)
        (105 = numpad_9)
        (106 = numpad_*)
        (107 = numpad_+)
        (109 = numpad_-)
        (110 = numpad_.)
        (111 = numpad_/)
        (13  = numpad_enter)
        (33  = pg_up)
        (34  = pg_down)
        (222 = " ')
    */
    #endregion
    //This Region is just a comment to remember what number is what
    
    //This region sets variables as the UTF-8/ASCII code
    #region //key id list
    enum k_id{
        backslash = 220,
        bracksL   = 219,
        bracksR   = 221,
        ddot      = 190,
        foreslash = 191,
        eqplus      = 187,
        minline      = 189,
        comma      = 188,
        tilda     = 192,
        np_0      =  96,
        np_1      =  97,
        np_2      =  98,
        np_3      =  99,
        np_4      = 100,
        np_5      = 101,
        np_6      = 102,
        np_7      = 103,
        np_8      = 104,
        np_9      = 105,
        np_star      = 106,
        np_plus   = 107,
        np_min    = 109,
        np_ddot   = 110,
        np_fslash = 111,
        np_enter  =  13,
        pg_up     =  33,
        pg_down   =  34,
        printhes   =  222,
     
    }
    #endregion
    
    #region //If key press do this
    switch(pressed_key)
    {
        case (k_id.backslash)       : special_key = "\\";       break;
        case (k_id.bracksL)           : special_key = (lc_key);   break;
        case (k_id.bracksR)           : special_key = (lc_key);   break;
        case (k_id.ddot)           : special_key = ".";           break;
        case (k_id.foreslash)       : special_key = (lc_key);   break;
        case (k_id.eqplus)           : special_key = (lc_key);   break;
        case (k_id.minline)           : special_key = (lc_key);   break;
        case (k_id.comma)           : special_key = ",";           break;
      //case (k_id.tilda)           : if enabled                   break;
        case (k_id.np_0)           : special_key = "0";           break;
        case (k_id.np_1)           : special_key = "1";           break;
        case (k_id.np_2)           : special_key = "2";           break;
        case (k_id.np_3)           : special_key = "3";           break;
        case (k_id.np_4)           : special_key = "4";           break;
        case (k_id.np_5)           : special_key = "5";           break;
        case (k_id.np_6)           : special_key = "6";           break;
        case (k_id.np_7)           : special_key = "7";           break;
        case (k_id.np_8)           : special_key = "8";           break;
        case (k_id.np_9)           : special_key = "9";           break;
        case (k_id.np_star)           : special_key = "*";           break;
        case (k_id.np_plus)           : special_key = "+";           break;
        case (k_id.np_min)           : special_key = "-";           break;
        case (k_id.np_ddot)           : special_key = ".";           break;
        case (k_id.np_fslash)       : special_key = "/";           break;
        case (k_id.np_enter)       : special_key = ""; script_execute(scr_read_input);           break;
        case (k_id.pg_up)           :            break;
        case (k_id.pg_down)           :            break;
        case (k_id.printhes)       : special_key = (lc_key);   break;
     
        default: special_key = "";
    }
    #endregion
    
    return(special_key)
    

    This "Reads" what the player has typed, makes it all upper case(tho this could also be set to lower they just all need to be the same case) then shoots it to the filtering scripts

    Code:
    //script that reads what the player has typed into the console
    con_input = false;
    input_string = text; //get the string
    text = "";
    input_string = string_upper(input_string); // makes string capital
    
    script_execute(scr_cmd_list); //the list of avaliable commands

    This is like the key list but for commands we want the player to use, this looks through a grid thats created and finds which commands are set as true being the ones typed in the string from before

    Code:
    cmd_list_size = 10; //max size of grid
    cmd_list = ds_grid_create(2,cmd_list_size); //create grid
    ds_grid_clear(cmd_list,0);
    
    var grid = cmd_list;
    
    //set all commands to false
    for (var i = 0; i < cmd_list_size; i++)
    {
        ds_grid_add(grid, 1, i, false);
    }
    
    //COMMANDS                      
    grid[# 0, 0] = "LOGOFF";
    grid[# 0, 1] = "HELLO";
    grid[# 0, 2] = "PH";
    grid[# 0, 3] = "PH";
    grid[# 0, 4] = "PH";
    grid[# 0, 5] = "PH";
    grid[# 0, 6] = "PH";
    grid[# 0, 7] = "PH";
    grid[# 0, 8] = "PH";
    grid[# 0, 9] = "PH";
    
    
    
    
    script_execute(scr_filter_input); //find the commands in our input

    This is what actually tells the game if the players string contains any commands or not at all, it has to protections if the player has more then one command in a string or none at all

    Code:
    var grid = cmd_list;
    var input = input_string;
    
    
    //read the string and find out which ones should be true
    for (var i = 0; i < (cmd_list_size); i++)
    {
        var section = ds_grid_get(grid, 0, i);
        if (string_pos(section,input))
        {
            grid[# 1, i] = true;
        }
    }
    
    
    
    //find out if more then one are true or just one is true
    for (var Cell = 0, i = 0; i < (cmd_list_size); i++)
    {
        Cell = ( (Cell) + ( ds_grid_get(grid, 1, i) ) );
    }
    
    switch(Cell)
    {
        case 1: cmd = 1;                break;
        case 2: cmd = ("CMD_OVERFLOW"); break;
     
        default: cmd = ("CMD_ERROR"); break;
    }
    
    Command = cmd;
    script_execute(scr_cmd_input); //do the commands

    This is where the magic happens, this does the command in the string, so if the player typed END_GAME we could end the game. and returns this to the very beginning of our script line

    Code:
    switch(Command) //do we have a command or error
    {
        case ("CMD_OVERFLOW") : show_message("To many commands in one line") break;
        case ("CMD_ERROR")    : show_message("'"+input_string+"'"+"is not recognized as an internal or external command or operable program.") break;
        case (1)              : show_message(1)/*Should have script on picking out which command we did and what do do with it*/ break;
    }
    
    
    //destroy grid
    ds_grid_destroy(cmd_list);
    con_input = true;
     
    Last edited: Aug 22, 2019
    00.Archer and Samuel Venable like this.
  14. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    This is the Windows version of the code I have in the OP.
    Code:
    /*
    
     MIT License
    
     Copyright © 2019 Samuel Venable
    
     Permission is hereby granted, free of charge, to any person obtaining a copy
     of this software and associated documentation files (the "Software"), to deal
     in the Software without restriction, including without limitation the rights
     to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
     copies of the Software, and to permit persons to whom the Software is
     furnished to do so, subject to the following conditions:
    
     The above copyright notice and this permission notice shall be included in all
     copies or substantial portions of the Software.
    
     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
     AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     SOFTWARE.
    
    */
    
    #include <windows.h>
    #include <cwchar>
    #include <string>
    #include <vector>
    
    using std::basic_string;
    using std::wstring;
    using std::string;
    using std::vector;
    using std::size_t;
    
    #define EXPORTED_FUNCTION extern "C" _declspec(dllexport)
    
    static inline wstring widen(string str) {
      const size_t wchar_count = str.size() + 1;
      vector<wchar_t> buf(wchar_count);
      return wstring{ buf.data(), (size_t)MultiByteToWideChar(CP_UTF8, 0, str.c_str(), -1, buf.data(), (int)wchar_count) };
    }
    
    static inline string narrow(wstring str) {
      int nbytes = WideCharToMultiByte(CP_UTF8, 0, str.c_str(), (int)str.length(), NULL, 0, NULL, NULL);
      vector<char> buf((size_t)nbytes);
      return string{ buf.data(), (size_t)WideCharToMultiByte(CP_UTF8, 0, str.c_str(), (int)str.length(), buf.data(), nbytes, NULL, NULL) };
    }
    
    static inline char *evaluate_shell_helper(char *command) {
      string str_command = command;
      wstring wstr_command = widen(str_command);
      wchar_t cwstr_command[32768];
      wcsncpy_s(cwstr_command, wstr_command.c_str(), 32768);
      BOOL ok = TRUE;
      HANDLE hStdInPipeRead = NULL;
      HANDLE hStdInPipeWrite = NULL;
      HANDLE hStdOutPipeRead = NULL;
      HANDLE hStdOutPipeWrite = NULL;
      SECURITY_ATTRIBUTES sa = { sizeof(SECURITY_ATTRIBUTES), NULL, TRUE };
      ok = CreatePipe(&hStdInPipeRead, &hStdInPipeWrite, &sa, 0);
      if (ok == FALSE) return (char *)"";
      ok = CreatePipe(&hStdOutPipeRead, &hStdOutPipeWrite, &sa, 0);
      if (ok == FALSE) return (char *)"";
      STARTUPINFOW si = { };
      si.cb = sizeof(STARTUPINFOW);
      si.dwFlags = STARTF_USESTDHANDLES;
      si.hStdError = hStdOutPipeWrite;
      si.hStdOutput = hStdOutPipeWrite;
      si.hStdInput = hStdInPipeRead;
      PROCESS_INFORMATION pi = { };
      if (CreateProcessW(NULL, cwstr_command, NULL, NULL, TRUE, CREATE_NO_WINDOW, NULL, NULL, &si, &pi)) {
        while (WaitForSingleObject(pi.hProcess, 5) == WAIT_TIMEOUT) {
          MSG msg;
          if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
            TranslateMessage(&msg);
            DispatchMessage(&msg);
          }
        }
        CloseHandle(hStdOutPipeWrite);
        CloseHandle(hStdInPipeRead);
        char buf[4096] = { };
        DWORD dwRead = 0;
        DWORD dwAvail = 0;
        ok = ReadFile(hStdOutPipeRead, buf, 4095, &dwRead, NULL);
        string str_buf = buf; wstring output = widen(str_buf);
        while (ok == TRUE) {
          buf[dwRead] = '\0';
          OutputDebugStringW(output.c_str());
          _putws(output.c_str());
          ok = ReadFile(hStdOutPipeRead, buf, 4095, &dwRead, NULL);
          str_buf = buf; output += widen(str_buf);
        }
        CloseHandle(hStdOutPipeRead);
        CloseHandle(hStdInPipeWrite);
        CloseHandle(pi.hProcess);
        CloseHandle(pi.hThread);
        static string str_output;
        str_output = narrow(output);
        return (char *)str_output.c_str();
      }
      return (char *)"";
    }
    
    EXPORTED_FUNCTION char *evaluate_shell(char *command) {
      char *result = evaluate_shell_helper(command);
      size_t len = strlen(result);
      if (len >= 2) {
        if (result[len - 2] == '\r') {
          if (result[len - 1] == '\n') {
            result[len - 2] = '\0';
          }
        }
      }
      return result;
    }
     
    Last edited: Sep 15, 2019
    00.Archer likes this.
  15. EvanSki

    EvanSki King of Raccoons

    Joined:
    Apr 17, 2018
    Posts:
    578
    https://forum.yoyogames.com/index.php?threads/evans-console-project.66484/

    as of current:
    it can only read and execute 1 word commands with no arguments so (shutdown -i)
    wont work

    currently working on this thankfully Ive left some room in my code where i can just plug it in and have it be all sorted out in the command script


    Code:
    if global.con_input {
    
        blink = true;
        alarm[0] = blink_speed;
    
        //show_message(keyboard_key);
    
    
        //keyboard_key gives a keycode, chr turns the code into a letter, then we count how many of that letter is in enabled_keys, then it makes sure that key is only one key being pressed
        if (string_count(chr(keyboard_key), enabled_keys)) && (string_length(chr(keyboard_key)) == 1)
        {
                switch(keyboard_lastchar)
                {
                    //case "//": text += "/" break;
                    default: text += keyboard_lastchar; break;
                }
        }
        else
        {
            pressed_key = keyboard_key;
            lc_key = keyboard_lastchar;
            script_execute(scr_key_list);
            text += (special_key);
            special_key = "";
        }
    
    
        if !keyboard_check(vk_control)
        {
            switch(keyboard_key)
            {
                case vk_enter: script_execute(scr_read_input);  break;
                case vk_backspace:{
                                      switch(string_char_at(text, (string_length(text) - 1) ) )
                                      {
                                          //case "\\": text = string_copy(text,0,(string_length(text) - 2) ) break;
                                          default  : text = string_copy(text,0,(string_length(text) - 1) ) break;
                                      }
                                  }break;
                default: break;
            }
        }
        else
        {
            switch(keyboard_key)
            {
                case ( ord("V") ) : text += clipboard_get_text(); break;
                case vk_backspace : text = string_copy(text,0,(string_length(text) - string_length(text)) ) break;
                default: break;
            }
        }
    
    }

    Code:
    special_key = ""; // making an empty var that were going to put our key into
    #region //set keys ---------------------------
    /*  list:
        (220 = \)
        (219 = [ {)
        (221 = ] })
        (190 = .)
        (191 = / ?)
        (187 = = +)
        (189 = - _)
        (188 = ,)
        (192 = ` ~) if using this as a debug system I should add an if enabled feature to this for bringing the console up or down
        (96  = numpad_0)
        (97  = numpad_1)
        (98  = numpad_2)
        (99  = numpad_3)
        (100 = numpad_4)
        (101 = numpad_5)
        (102 = numpad_6)
        (103 = numpad_7)
        (104 = numpad_8)
        (105 = numpad_9)
        (106 = numpad_*)
        (107 = numpad_+)
        (109 = numpad_-)
        (110 = numpad_.)
        (111 = numpad_/)
        (13  = numpad_enter)
        (33  = pg_up)
        (34  = pg_down)
        (222 = " ')
    */
    #endregion
    
    #region //key id list
    enum k_id{
        backslash = 220,
        bracksL   = 219,
        bracksR   = 221,
        ddot      = 190,
        foreslash = 191,
        eqplus      = 187,
        minline      = 189,
        comma      = 188,
        tilda     = 192,
        np_0      =  96,
        np_1      =  97,
        np_2      =  98,
        np_3      =  99,
        np_4      = 100,
        np_5      = 101,
        np_6      = 102,
        np_7      = 103,
        np_8      = 104,
        np_9      = 105,
        np_star      = 106,
        np_plus   = 107,
        np_min    = 109,
        np_ddot   = 110,
        np_fslash = 111,
        np_enter  =  13,
        pg_up     =  33,
        pg_down   =  34,
        printhes   =  222,
     
    }
    #endregion
    
    #region //If key press do this
    switch(pressed_key)
    {
        case (k_id.backslash)       : special_key = "\\";       break;
        case (k_id.bracksL)           : special_key = (lc_key);   break;
        case (k_id.bracksR)           : special_key = (lc_key);   break;
        case (k_id.ddot)           : special_key = ".";           break;
        case (k_id.foreslash)       : special_key = (lc_key);   break;
        case (k_id.eqplus)           : special_key = (lc_key);   break;
        case (k_id.minline)           : special_key = (lc_key);   break;
        case (k_id.comma)           : special_key = ",";           break;
      //case (k_id.tilda)           : if enabled                   break;
        case (k_id.np_0)           : special_key = "0";           break;
        case (k_id.np_1)           : special_key = "1";           break;
        case (k_id.np_2)           : special_key = "2";           break;
        case (k_id.np_3)           : special_key = "3";           break;
        case (k_id.np_4)           : special_key = "4";           break;
        case (k_id.np_5)           : special_key = "5";           break;
        case (k_id.np_6)           : special_key = "6";           break;
        case (k_id.np_7)           : special_key = "7";           break;
        case (k_id.np_8)           : special_key = "8";           break;
        case (k_id.np_9)           : special_key = "9";           break;
        case (k_id.np_star)           : special_key = "*";           break;
        case (k_id.np_plus)           : special_key = "+";           break;
        case (k_id.np_min)           : special_key = "-";           break;
        case (k_id.np_ddot)           : special_key = ".";           break;
        case (k_id.np_fslash)       : special_key = "/";           break;
        case (k_id.np_enter)       : special_key = ""; script_execute(scr_read_input);           break;
        case (k_id.pg_up)           :            break;
        case (k_id.pg_down)           :            break;
        case (k_id.printhes)       : special_key = (lc_key);   break;
     
        default: special_key = "";
    }
    #endregion
    
    return(special_key)

    Code:
    //script that reads what the player has typed into the console
    global.con_input = false;
    
    //LITTERLY THE LIFE BLOOD OF ALL THIS
    if (text = "")
    {
        global.con_input = true;
        exit;
    }
    
    input_string = text; //get the string
    text = "";
    input_string = string_upper(input_string); // makes string capital
    
    script_execute(scr_con_list); //the list of avaliable commands

    This is the part you edit for what you want typed in to activate your command this will also set what your script name will be
    Code:
    cmd_list_size = 10; //max size of grid
    cmd_list = ds_grid_create(2,cmd_list_size); //create grid
    ds_grid_clear(cmd_list,0);
    
    var grid = cmd_list;
    
    //set all commands to false
    for (var i = 0; i < cmd_list_size; i++)
    {
        ds_grid_add(grid, 1, i, false);
    }
    
    //COMMANDS                     
    grid[# 0, 0] = "LOGOFF";
    grid[# 0, 1] = "HELLO";
    grid[# 0, 2] = "PH";
    grid[# 0, 3] = "PH";
    grid[# 0, 4] = "PH";
    grid[# 0, 5] = "PH";
    grid[# 0, 6] = "PH";
    grid[# 0, 7] = "PH";
    grid[# 0, 8] = "PH";
    grid[# 0, 9] = "PH";
    
    
    
    
    script_execute(scr_filter_input); //find the commands in our input
    

    Code:
    var grid = cmd_list;
    var input = input_string;
    
    
    //read the string and find out which ones should be true
    for (var i = 0; i < (cmd_list_size); i++)
    {
        var section = ds_grid_get(grid, 0, i);
        if (string_pos(section,input))
        {
            grid[# 1, i] = true;
        }
    }
    
    
    
    //find out if more then one are true or just one is true
    for (var Cell = 0, i = 0; i < (cmd_list_size); i++)
    {
        Cell = ( (Cell) + ( ds_grid_get(grid, 1, i) ) );
    }
    
    switch(Cell)
    {
        case 0: cmd = ("CMD_ERROR");    break;
        case 1: cmd = 1;                break;
        case 2: cmd = ("CMD_OVERFLOW"); break;
    }
    
    Command = cmd;
    script_execute(scr_con_input); //do the commands
    

    Code:
    switch(Command) //do we have a command or error
    {
        case ("CMD_OVERFLOW") : show_debug_message("To many commands in one line") break;
        case ("CMD_ERROR")    : show_debug_message("'"+input_string+"'"+"is not recognized as an internal or external command or operable program.") break;
        case (1)              : script_execute(scr_do_con);
    }
    
    /*
    //destroy grid
    ds_grid_destroy(cmd_list);
    global.con_input = true;
    */
    

    Code:
    var grid = cmd_list;
    
    //loop through grid looking for which command is 1
    for (var i = 0; i < cmd_list_size; i++)
    {
        grid_place = (grid[# 1, i]);
        if (grid_place == true)
        {
            //save what command it is
            value = ds_grid_get(grid,0,i);
            //show_message(string(value));
        }
    }
    
    //get the asset name of the command, lower case value because case sensitive
    value = string_lower(value);
    var command = asset_get_index("scr_cmd_"+value);
    
    //if it exists do it else panic
    if (command != -1)
    {
        script_execute(command);
    }else{
        show_message(value);
        show_message(command);
        ds_grid_destroy(cmd_list);
        game_end();
    }
    Okay so above should activate any command givin its named (scr_cmd_"Name of command here")

    Code:
    //What you want the command to do ---------------------
    show_message("aneurysm coding");
    
    
    //Clean up---------------------------------------------------------
    with(obj_input)
    {
        //destroy grid
        ds_grid_destroy(cmd_list);
        global.con_input = true;   
    }
     
    Last edited: Aug 22, 2019
    00.Archer likes this.
  16. Lonewolff

    Lonewolff Member

    Joined:
    Jan 8, 2018
    Posts:
    1,161
    Starting off here with a simple but often over complicated matter.

    Running your game locked at any refresh rate. Do with this as you will. :)

    Code:
    // Create event
    
    room_speed = 9999;
    display_reset(0, true);
    

    Code:
    // Step event
    
    var dt = detla_time / 1000000;
    var move_speed = 100;         // 100 pixels per second
    
    x += move_speed * dt;
    

    Simple and to the point. The object moves at exactly 100 pixels per second on any monitor, regardless of refresh rate.

    Users of 60 hz monitors get 60 FPS, users of 200 hz monitors get the benefit of ultra smooth 200 FPS. No tearing. Everyone's a winner! :D
     
  17. nacho_chicken

    nacho_chicken Member

    Joined:
    Jun 21, 2016
    Posts:
    343
    Good code, but for a lot of things this is - in fact - too simple. Take acceleration, for example. x += acceleration*dT won't cut it. Physics would be totally different depending on framerate. You'd have to instead do something more along the lines of
    Code:
    x += (velocityX + velocityX + acceleration * dT) * dT * 1/2;
    
    To get accurate physics across all framerates.
     
    ParodyKnaveBob and Lonewolff like this.
  18. Lonewolff

    Lonewolff Member

    Joined:
    Jan 8, 2018
    Posts:
    1,161
    @nacho_chicken Absolutely right. My example was the absolute bare bones on how easy it is to run at the monitors VSync.

    You'd obviously have to take delta time into account for any movement calculations. Best done at the beginning of a new project. Not so fun integrating it in to an existing project, unless you have all of your code extremely well laid out and planned.
     
    ParodyKnaveBob likes this.
  19. Juju

    Juju Member

    Joined:
    Jun 20, 2016
    Posts:
    406
    Let's not bog down this thread with a discussion on delta timing - best left to its own topic.
     
    Samuel Venable likes this.
  20. Lonewolff

    Lonewolff Member

    Joined:
    Jan 8, 2018
    Posts:
    1,161
    It's a code snippet thread, son. ;)

    The initial post itself could qualify for an entire forum category.
     
    Samuel Venable likes this.
  21. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    Keep in mind the original post as a guideline, before I gave an example to start us off. Any side questions or discussions are better put in private messages and if anyone has information you find needs critiquing, then private message them, and then they can edit accordingly.

    Edit:

    Looks like I broke my own rule just now, silly me.
     
    ParodyKnaveBob and EvanSki like this.
  22. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    Borderless Toggle Extension (Linux X11 Edition).

    If and when GameMaker Studio 2 switches to Wayland, this, I am pretty sure, will no longer work, and will need a re-write.

    ShowBorder.h (C++ Header):
    Code:
    /*
    
     MIT License
    
     Copyright © 2019 Samuel Venable
    
     Permission is hereby granted, free of charge, to any person obtaining a copy
     of this software and associated documentation files (the "Software"), to deal
     in the Software without restriction, including without limitation the rights
     to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
     copies of the Software, and to permit persons to whom the Software is
     furnished to do so, subject to the following conditions:
    
     The above copyright notice and this permission notice shall be included in all
     copies or substantial portions of the Software.
    
     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
     AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     SOFTWARE.
    
    */
    
    #ifdef _WIN32
    #define EXPORTED_FUNCTION extern "C" __declspec(dllexport)
    #else /* macOS and Linux */
    #define EXPORTED_FUNCTION extern "C" __attribute__((visibility("default")))
    #endif
    
    EXPORTED_FUNCTION double window_get_showborder(void *hwnd);
    EXPORTED_FUNCTION double window_set_showborder(void *hwnd, double show, double clientx, double clienty);
    ShowBorder.cpp (C++ Source):
    Code:
    /*
    
     MIT License
    
     Copyright © 2019 Samuel Venable
    
     Permission is hereby granted, free of charge, to any person obtaining a copy
     of this software and associated documentation files (the "Software"), to deal
     in the Software without restriction, including without limitation the rights
     to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
     copies of the Software, and to permit persons to whom the Software is
     furnished to do so, subject to the following conditions:
    
     The above copyright notice and this permission notice shall be included in all
     copies or substantial portions of the Software.
    
     THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
     IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
     FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
     AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
     LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
     OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
     SOFTWARE.
    
    */
    
    #include "ShowBorder.h"
    #include <X11/Xlib.h>
    #include <climits>
    
    typedef struct {
      unsigned long flags;
      unsigned long functions;
      unsigned long decorations;
      long inputMode;
      unsigned long status;
    } Hints;
    
    double window_get_showborder(void *hwnd) {
      Atom type;
      int format;
      unsigned long bytes;
      unsigned long items;
      unsigned char *data = NULL;
      bool ret = true;
      Display *d = XOpenDisplay(NULL);
      Window w = (Window)hwnd;
      Atom property = XInternAtom(d, "_MOTIF_WM_HINTS", False);
      if (XGetWindowProperty(d, w, property, 0, LONG_MAX, False, AnyPropertyType, &type, &format, &items, &bytes, &data) == Success && data != NULL) {
        Hints *hints = (Hints *)data;
        ret = hints->decorations;
        XFree(data);
      }
      XCloseDisplay(d);
      return ret;
    }
    
    double window_set_showborder(void *hwnd, double show, double clientx, double clienty) {
      Display *d = XOpenDisplay(NULL);
      Window w = (Window)hwnd;
      Atom aKWinRunning = XInternAtom(d, "KWIN_RUNNING", True);
      bool bKWinRunning = (aKWinRunning != None);
      XWindowAttributes wa;
      Window root, parent, *child; uint children;
      XWindowAttributes pwa;
      for (;;) {
        XGetWindowAttributes(d, w, &wa);
        XQueryTree(d, w, &root, &parent, &child, &children);
        XGetWindowAttributes(d, parent, &pwa);
        if ((bKWinRunning ? pwa.x : wa.x) || (bKWinRunning ? pwa.y : wa.y) || !window_get_showborder(hwnd))
          break;
      }
      static const int xoffset = bKWinRunning ? pwa.x : wa.x;
      static const int yoffset = bKWinRunning ? pwa.y : wa.y;
      Hints hints;
      Atom property = XInternAtom(d, "_MOTIF_WM_HINTS", False);
      hints.flags = 2;
      hints.decorations = show;
      XChangeProperty(d, w, property, property, 32, PropModeReplace, (unsigned char *)&hints, 5);
      int xpos = show ? clientx - xoffset : clientx;
      int ypos = show ? clienty - yoffset : clienty;
      XMoveResizeWindow(d, w, xpos, ypos, bKWinRunning ? wa.width : wa.width + xoffset, bKWinRunning ? wa.height : wa.height + yoffset);
      XCloseDisplay(d);
      return 0;
    }
    ShowBorder.sh (Build Script):
    Code:
    cd "${0%/*}"
    g++ -c -std=c++17 "ShowBorder.cpp" -fPIC -m64
    g++ "ShowBorder.o" -o "ShowBorder.so" -shared -fPIC -m64
    GameMaker Studio 2 Usage:
    Code:
    /// @desc Global Mouse Left Pressed Event:
    var hwnd = window_handle(); // Get GameMaker's Runner Window ID
    var show = !window_get_showborder(hwnd); // Get Destination Border State
    var clientx = window_get_x(); // Get the Current Window X Position
    var clienty = window_get_y(); // Get the Current Window Y Position
    window_set_showborder(hwnd, show, clientx, clienty); // Set Border State
    GameMaker Studo 2 Result:

    https://i.imgur.com/CTV3A6b.gif (KDE neon 5.16.4)
    https://i.imgur.com/rwpD476.gif (Lubuntu 18.04.2 LTS)
    https://i.imgur.com/eB4OUfk.gif (Xubuntu 18.04.2 LTS)
    https://i.imgur.com/REAFb9B.gif (Ubuntu 18.04.2 LTS)

    Needless to say, it also worked in Kubuntu 18.04.2 LTS, but I don't have screenshots for that.
     
    Last edited: Sep 14, 2019
    EvanSki and TsukaYuriko like this.
  23. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    To expand on my previous post, KDE's (and LXQt's) Window Manager, KWin, has a lot of oddities that make it behave and react different to code that separate it from the consistent behaviors of most other Window Managers, including GNOME, XFCE, and LXDE. One of these oddities, as demonstrated in my previous post, getting a window's client area x/y position relative to the titlebar's x/y position, requires the use of XQueryTree, but, it will need to be used differently depending on whether running under KWin or some other Window Manager. This requires checking in code whether KWin is the current Window Manager running, and to do this, you may use the following code:
    Code:
    #include <X11/Xlib.h>
    // simple helper function to determine whether kwin is running.
    // do not call this from GM without changing the return to double
    // and exporting the function properly so that it will be recognized.
    bool kwin_running() {
      Display *d = XOpenDisplay(NULL);
      // don't change the last argument to false or bad stuff will happen.
      Atom aKWinRunning = XInternAtom(d, "KWIN_RUNNING", True);
      bool bKWinRunning = (aKWinRunning != None);
      XCloseDisplay(d);
      return bKWinRunning;
    }
    The above code could also be used in combination with my Dialog Module extension, so that if (kwin_running() == true), use KDE widgets with KDialog, otherwise use GTK+ widgets with Zenity, if you were to export the above function to a library with the double return type. As I just explained, you could then do this, for example:
    Code:
    if (kwin_running() == true)
      wigdet_set_system("KDialog");
    else
      wigdet_set_system("Zenity");
    Special thanks to the KDE community forum member, kde-cfeck, for helping me out with this: https://forum.kde.org/viewtopic.php?f=305&t=161880
     
    Last edited: Aug 25, 2019
    00.Archer likes this.
  24. rytan451

    rytan451 Member

    Joined:
    Jun 21, 2016
    Posts:
    50
    Code:
    #macro BEGIN_ASSERT if (debug_mode || os_get_config() == "debug") && !(
    #macro END_ASSERT ) show_error("Assertion failed", true)
    
    // Example:
    
    BEGIN_ASSERT something() END_ASSERT
    
    Two macros together create no-cost assertion. (debug_mode || os_get_config() == "debug") is a compile-time constant, and because of short-circuiting, something() will only ever be called if it is true. If I understand compilers correctly, the entire example code would be removed, if not by the preprocessor, then by some later step.
     
    Last edited: Aug 22, 2019
    Cpaz likes this.
  25. Juju

    Juju Member

    Joined:
    Jun 20, 2016
    Posts:
    406
    os_get_config() might not be a compile-time constant, worth testing that.
     
  26. YellowAfterlife

    YellowAfterlife ᴏɴʟɪɴᴇ ᴍᴜʟᴛɪᴘʟᴀʏᴇʀ Forum Staff Moderator

    Joined:
    Apr 21, 2016
    Posts:
    2,386
    Probably isn't, but also that's why you can do
    Code:
    #macro BEGIN_ASSERT:debug ...
     
  27. rytan451

    rytan451 Member

    Joined:
    Jun 21, 2016
    Posts:
    50
    os_get_config() is a well-defined value at compile-time. I don't see any reason why it wouldn't be a compile-time constant. After all, gml_pragma looks like a function but it's really just a compiler flag.

    With the configuration options in macros:

    Code:
    #macro BEGIN_ASSERT if false && (
    #macro BEGIN_ASSERT:debug if true && !(
    #macro END_ASSERT ) show_error("Assertion failed", true)
    
     
  28. Yal

    Yal GMC Memer GMC Elder

    Joined:
    Jun 20, 2016
    Posts:
    3,570
    Here's some convenience functions I use a lot:

    Array: a script that creates an array from arguments and returns it. Now you can pretend arrays are first-order citizens in GM!
    Code:
    ///array(val1,val2,...)
    var a, c;
    for(c = argument_count-1;c >= 0;c--){
        a[c] = argument[c];
    }
    return a;
    

    Trivial String Print Format: basically printf without any of the actual formatting options. Useful for debug messages and string construction nonetheless, though!
    Code:
    ///tsprintf(format,...)
    //Trivial String Print Format
    //Replaces each % percent sign with an argument, then returns the string.
    //Inteded to make writing debug printouts less painful.
    var c;
    for(c = 1;c < argument_count;c++){
        argument[0] = string_replace(argument[0],"%",string(argument[c]));
    }
    return argument[0];
    
     
    Tsa05 likes this.
  29. Fanatrick

    Fanatrick Member

    Joined:
    Jul 17, 2016
    Posts:
    59
    Simple color gradient function:
    Code:
    /// @desc color_gradient(color_array, progress);
    /// @param color_array
    /// @param progress
    /***************************************************
      HowToUse
        Interpolate through a gradient defined by
      an array of colors and percentile progress
      value;
     
      returns - color value
    ***************************************************/
    var _arr = argument0,
        _max = array_length_1d(_arr)-1
        _prog = (argument1 mod 1) * _max;
    
    return merge_color(_arr[floor(_prog)], _arr[ceil(_prog)], frac(_prog));
    
    Ex:
    Code:
    var _grad = [c_red, c_green, c_blue],
        _val = 0.5 + sin(current_time * 0.001) * 0.5,
        _col = color_gradient(_grad, _val);
    
     
    00.Archer and Samuel Venable like this.
  30. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    I updated this post to create an actual pipe, (rather than redirecting output to a temporary text file for automatic reading), which is for technical reasons a better practice for this use case, but sacrifices UTF-8 support unfortunately, as I have yet to figure out how to achieve that with this particular method.
     
    Last edited: Sep 15, 2019
  31. Samuel Venable

    Samuel Venable Time Killer

    Joined:
    Sep 13, 2016
    Posts:
    1,242
    Some Mac OS X and Objective C programming. I am actually using this for a command line application I am writing in combination with GameMaker Studio 2 and my "Evaluate Shell" extension for Windows, Mac, and Linux. Note that donations are welcome.

    This is how complicated Apple makes activating a window that belongs to an external application:
    This quote was pulled from my stackoverflow answer to Activate a window using its Window ID.

    Note this function I wrote only works with certain apps which you have the appropriate privileges to manipulate the properties of. That, and a Window ID is NOT the same thing as a Window Handle on Mac, unlike Windows and Linux. It will only work if you specify an existing Window ID. A Window ID can only be retrieved from an external application that is not the current app one of two ways:
    • Use an automated scripting language like AppleScript or JavaScript, which is limited to applications that have scripting enabled, or if the app happens to have a front window or be the frontmost process already.
    • You can also extract the Window ID from a Window Handle (an NSWindow *) from an app you wrote yourself and send that ID as a command line parameter to the app which needs to know that Window ID.
    Due to Apple lockdown, it is impossible to get or even use an existing NSWindow * handle if it does not belong to the current app. I've actually tried passing a casted NSWindow * to and from a long long (casted that long long to and from a std::string) as a command line parameter to another app I also wrote, and while doing this with the Window ID worked, the NSWindow * did not, because an NSWindow * is only valid for the current application. To get the Window ID of an NSWindow *, provided the NSWindow * belongs to the current app, it would be as simple as doing:
    Code:
    long window_id = (CGWindowID)[WindowHandle windowNumber];
    The rest of the work involved, as previously mentioned, to activate the window of a given Window ID, is not only overcomplicated, but also very limiting, and has quite a bit of overhead. On Windows, all of this may be done for virtually any application's Window Handle, with a single line call to one Win32 API function for each window to activate from a given Window Handle directly:
    Code:
    SetForegroundWindow(WindowHandle);
    Needless to say, manipulating a window based on it's NSWindow * allows for a lot more options and properties you may edit, than based on a Window ID does. Again, modifying a window based on it's NSWindow * handle only works for the current app.
     
    Last edited: Sep 20, 2019 at 10:44 AM
  32. Mike

    Mike nobody important GMC Elder

    Joined:
    Apr 12, 2016
    Posts:
    2,330
    Okay... gotta ask.... why wouldn't you just do this........
    Code:
    var a = [val1, val2, val3....]
    
    Why call a function to do this? You're already listing the values, so why not just use square brackets instead of a function call?
     
    Samuel Venable likes this.
  33. FrostyCat

    FrostyCat Member

    Joined:
    Jun 26, 2016
    Posts:
    4,470
    It's meant as a holdover from GMS 1.4, which didn't have the array literal syntax.
     
  34. Mike

    Mike nobody important GMC Elder

    Joined:
    Apr 12, 2016
    Posts:
    2,330
    Sure... but it was posted last month... so was wondering why @Yal was still using it...
     

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