Difference between revisions of "AGIWiki/load.view"
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== Example == | == Example == | ||
< | <syntaxhighlight lang="cpp"> | ||
//The following code loads VIEW.025 into memory using load.view: | //The following code loads VIEW.025 into memory using load.view: | ||
load.view(25); | load.view(25); | ||
</ | </syntaxhighlight> | ||
< | <syntaxhighlight lang="cpp"> | ||
//The following code uses the indirect command load.view.v to do the same thing: | //The following code uses the indirect command load.view.v to do the same thing: | ||
v195 = 25; | v195 = 25; | ||
load.view.v(v195); | load.view.v(v195); | ||
</ | </syntaxhighlight> | ||
== Related == | == Related == |
Latest revision as of 15:15, 25 October 2018
The load.view and load.view.v commands load a view resource into memory. A view must be loaded before it can be assigned to any objects or used in any command such as add.to.pic (note: a view does not have to be loaded before the show.obj command is used).
Syntax
load.view(number viewNumber);
load.view.v(variable viewNumber);
- The view
viewNumber
is loaded into memory.
Parameters
For load.view:
viewNumber:
a number, 0-255, specifying the view that should be loaded
For the indirect version, load.view.v
:
viewNumber: a variable, v0-v255, whose value specifies the view that should be loaded
Possible errors
- The view must exist in the game's vol files, or the game will crash with a view not found error.
- There must be sufficient memory to load the entire view resource into memory, or the game will crash with an out of memory error.
- If the view resource is already loaded, it is not loaded a second time, nor is the script buffer affected. If the view is discarded and then loaded again, it will of course be loaded a second time; however, this adds to the script buffer.
Example
//The following code loads VIEW.025 into memory using load.view:
load.view(25);
//The following code uses the indirect command load.view.v to do the same thing:
v195 = 25;
load.view.v(v195);
Related
Sources
Some of the content of this page was taken from the AGI Studio & WinAGI help files.