I have been trying to find a way to check if a value exists in a ds_list, but the manual does not say what returns if the value doesn't exist. All it says is that the corresponding value or id is returned.
When using views, I have found that if I change the view/viewport width/height, I will get rows and columns of pixels drawn twice or not at all. I am currently using this script to resize the view based on the window's width/height:
The view, viewport, and window all start with a size of 640x480
Okay, so what I have so far is a number of menu buttons on windows that move. When I click one button, though, both the button on the "active" window and the window below it register clicks. It is possible for any number of buttons to be layered. How would I go about setting off the one with the lowest depth?
For one of my games, I need a customizable button. The edges and the fill texture are tiled depending on the button's size. Right now I'm achieving this by using 9 different surfaces. Three for the tiled top/bottom edge, three for the tiled left/right edge, and three for the tiled fill. My question is if the resources I used for this would be reduced if I put all of the button's textures into three (or 1 if I can figure out how to draw surface parts) per button, or if there's a much more efficient method that I haven't come up with. Right now there's 9 surfaces per button, and I have a feeling that isn't good.
I need to create a script that has an unknown amount of arguments of any value. I use a loop to go through and process all the arguments, but it's not known how many there will be. How can I tell when I've reached the end of the arguments? The arguments can be true, false, a number, or a string.