[id] = AddMove(id, type, sourceid[, par1, par2, par3])
id. If the
move list is not existing yet, it is created by this function. You can
also pass Nil in id which will cause AddMove() to create a new move list
in any case and return its id. Move lists are used for optimized drawing
using DoMove(). The optional parameters par1, par2 and par3 specify
different things depending on which object type you passed over.
The following types are currently supported by AddMove():
#BRUSHsourceid to the move
list; par1 specifies x-position and par2 the
y-position for the brush; par3 is not used
#HIDEBRUSHsourceid;
optional parameters are not used
#HIDELAYERsourceid; optional
parameters are not used
#INSERTBRUSHsourceid into the
layer position specified by par3; par1 specifies
the x-position for the brush and par2 the y-position;
See InsertLayer for more information on inserting layers.
#LAYERsourceid to the move
list; par1 specifies the x-position for the layer,
par2 the y-position; new in Hollywood 4.0: par3 can be
used to specify a visibility mode: 0 means "show layer",
1 means "hide layer", and 2 means "keep current
visibility setting" (i.e. layer stays hidden if it is
currently hidden); par3 defaults to 0 which means
always show the layer even if it is currently hidden
#NEXTFRAMEpar1 specifies
the new x-position for the layer, par2 the y-position;
par3 specifies the frame to be displayed; specify 0
to display the next frame, -1 to display the last frame
of the animation (V2.0)
#NEXTFRAME2#NEXTFRAME but takes a layer id as sourceid;
this makes it possible to address anim layers directly;
par1 specifies the new x-position for the layer, par2
the y-position; par3 specifies the frame to be displayed;
specify 0 to display the next frame, -1 to display the
last frame of the animation (V2.5)
#REMOVELAYERsourceid from the
background picture's layer cache; optional
parameters are not used
#TEXTOBJECTsourceid to
the move list; par1 specifies x-position and par2
the y-position; par3 is not used
#UNDOsourceid
specifies the type of the object to be undone, par1
specifies the identifier of the object to be undone, par2
specifies the undo level; See Undo for details.
After you have filled the move list with objects you can call DoMove() to draw the new display.
Please note: It is not possible to have multiple objects of the same type and id in your move list. For example, you cannot do the following:
DisplayBrush(1, #LEFT, #TOP) DisplayBrush(1, #RIGHT, #BOTTOM) /* This will not work */ AddMove(1, #BRUSH, 1, #CENTER, #CENTER) AddMove(1, #BRUSH, 1, #LEFTOUT, #TOPOUT) /* This will not work */ DoMove(1) |
The above code will not work because you are using brush 1 two times in the same move list. Hollywood does not know which brush to use then which leads to unpredictable results.
See DoMove for details.