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op2_sdk:textdialogbox [2016/03/28 18:15] – vagabond | op2_sdk:textdialogbox [2016/12/28 19:03] (current) – vagabond | ||
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====== In Game Text Dialog Box ====== | ====== In Game Text Dialog Box ====== | ||
- | A text dialog | + | The Outpost 2 SDK supports adding custom |
- | Creating | + | Creating |
* Write up the briefing/ | * Write up the briefing/ | ||
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Typically, the RTF file is saved as briefing.rtf and added to the root directory of the scenario' | Typically, the RTF file is saved as briefing.rtf and added to the root directory of the scenario' | ||
- | **Note: | + | **Note:** Although Microsoft Word can create and save RTF documents, it is not recommended. Microsoft Word adds large amounts of metadata to the document that is not necessary for Outpost 2, typically increasing a small amount of text from about 3 kb to about 50 kb. This file size increase will carry into the compiled DLL. |
**Example RTF file** | **Example RTF file** | ||
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To add a resource script file and associated resource header: | To add a resource script file and associated resource header: | ||
- | - Right click on your project in the solution explorer. -> Add -> New Item... -> Visual C++ -> Resource -> Resource File (.rc) -> Add. | + | - Right click on your project in the solution explorer. -> Add -> New Item... -> Visual C++ -> Resource -> Resource File (.rc) -> Add. (Using the default filename is fine.) |
- | Resource Scripts by default | + | By default |
Below is a sample resource script file that provides a dialog box before a scenario is initialized. The dialog box will include the contents of briefing.rtf in a rich text box. | Below is a sample resource script file that provides a dialog box before a scenario is initialized. The dialog box will include the contents of briefing.rtf in a rich text box. | ||
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**Note:** //0x prefix on a number indicates it is in hexadecimal form.// | **Note:** //0x prefix on a number indicates it is in hexadecimal form.// | ||
+ | **Resource Header Example** | ||
<code cpp> | <code cpp> | ||
// | // | ||
// Microsoft Visual C++ generated include file. | // Microsoft Visual C++ generated include file. | ||
- | // Used by RisingFromTheAshes.rc | + | // Used by Resource.rc |
// | // | ||
#define IDR_MISSIONTEXT | #define IDR_MISSIONTEXT | ||
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Once the resource script and resource header have been included, the briefing screen must be initialized from the code. You will also have to include the Sierra library odasl in your project to ensure the dialog is formatted similar to other Outpost 2 menus. | Once the resource script and resource header have been included, the briefing screen must be initialized from the code. You will also have to include the Sierra library odasl in your project to ensure the dialog is formatted similar to other Outpost 2 menus. | ||
- | - Add odasl.h and odasl.lib | + | - Add a reference to the Outpost2Dialog project, which can be found with the rest of the APIs. odasl.h and odasl.lib are contained |
- Create a reference to the DLL instance from DllMain (HINSTANCE hInst). | - Create a reference to the DLL instance from DllMain (HINSTANCE hInst). | ||
- Add code to initialize and open the window. Typically this code is placed in it's own cpp file named briefing.cpp. | - Add code to initialize and open the window. Typically this code is placed in it's own cpp file named briefing.cpp. | ||
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- //Go Back to [[op2_sdk: | - //Go Back to [[op2_sdk: | ||
- //Go Back to [[outpost_2: | - //Go Back to [[outpost_2: | ||
- | - //Go Back to [[http:// | + | - //Go Back to [[http:// |