Description
UPDATE: v2.0.5; New:
- Provide function-names as string
- More supported functions
Execute Gamemaker Functions dynamically by providing the function-name as built-in macro...
function_execute(Draw_text,20,30,"some text");
...or by providing it as string in quotation marks...
function_execute("draw_text",20,30,"some text");
...like you would dynamically execute scripts...
script_execute(scr_scriptAdd,123,456);
function_execute() is a complement/replacement to script_execute(). While script_execute() allows to dynamically execute scripts, function_execute() covers also a wide range of GM-functions.
Implemented are so far:
- All Real-Number-Functions from choose() to int64()
- All String-Functions from ansi-char() to string_width_ext()
- All Drawing-Basic-Forms-Functions from draw_arrow() to draw_triangle_colour()
- All Drawing-Text-Functions from draw_set_font() to draw_text_ext_transformed_colour()
- All Input-Output-Functions from show_message_async() to get_string_async()
- All Event-Functions: event_perform(), event_perform_object(), event_user()
- All Object-Functions from object_exists() to object_set_visible()
- All Instance-Functions from instance_change() to instance_deactivate_region()
- All Display-Functions from display_reset() to display_mouse_set()
- All Window-Functions from window_center() to window_device()
Check out the built-in macros for a full list of supported functions.
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Tested for following export modules: Windows, Windows(YYC), HTML5.
End User Licence Agreement (EULA).
Age Rating: 4+
Version
GMS1 - Version 2.0.5. Published September 21, 2016
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