Hello YAL! Big fan of your work! Do you think it would be possible to get the filename/path before dropping the file into the window, while it's still being held? I would like to check the file extension for visual purposes, i.e. changing the cursor effect if it's an invalid filetype. Thanks for everything you do!
I appreciate the response, but from what I can tell file_drag_enter doesn't return the filepath. The only event I can see from your docs that returns filepaths is the file_drop event. If I try to use the filepath it returns as undefined.
I hadn't considered how it would be handled if multiple files are being held, though; I can understand if that complicates things too much.
I copy-pasted it from “file_count” description and forgot to change the opening line, I’ll fix that for the next release (the extension itself is unaffected).
I always get this error when trying to build, even on a blank project:
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation.
---> System.ArgumentNullException: Value cannot be null. (Parameter 'path1')
at System.IO.Path.Combine(String path1, String path2)
at GMAssetCompiler.WADSaver`1.WriteExtensions(IList`1 _data, Stream _s, IFF _iff)
at GMAssetCompiler.IFFChunkHandler`1.Save(Stream _stream, IFF _iff)
at GMAssetCompiler.IFF.WriteChunks(Stream _stream, TextWriter _out)
at GMAssetCompiler.WADSaver`1.Save(GMAssets _assets, Stream _stream, List`1 _extraFilenames, Dictionary`2 _extraAttributes)
at GMAssetCompiler.IFFSaver.Save(GMAssets _assets, String _name)
at GMAssetCompiler.Program.CompileProject(GMAssets _file)
at GMAssetCompiler.Program.Reentry(String[] _args)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Span`1& arguments, Signature sig, Boolean constructor, Boolean wrapExceptions)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at System.Reflection.MethodBase.Invoke(Object obj, Object[] parameters)
at Igor.Program.ExecuteAssetCompiler(String _args)
at Igor.WindowsBuilder.Compile(Boolean _exe)
at Igor.WindowsBuilder.Deploy(Boolean _exe)
at Igor.WindowsBuilder.Run()
just as a head-up :
The extension started not working for me all of a sudden, the function file_dropper_init() returning 0.
I have no idea why, it worked fine until now, but now I can’t seem to get it to work on my computer anymore, except very rarely. I didn’t change any of the code, even old itch builds of my game that used to work do not now, so this is probably a change on my computer rather that on gamemaker, but I can’t figure out what change caused that to happen. Sometimes it will in fact work randomly but that’s like once every 20 tries.
This is probably not helpful at all to debug but this is all I have :/
EDIT : I fixed it by disabling the option : Start fullscreen
and running windo_set_fullscreen(true) at startup instead.
///File_Dropper_Async_System_Event()
/*
To use this extension, simply call this once at launch:
file_dropper_init();
Then, put the following code in an async -> System event
Object -> Click "Add event"
"Asynchronous" (bottom right)
"System event" (last on the list).
*/
// Check to see what kind of event happened
var eventType = ds_map_find_value(async_load,"event_type");
// If a file was dropped over the window
if eventType == "file_drop"
{
// This is the absolute path
var filePath = ds_map_find_value(async_load,"filename");
// Print it
show_debug_message(filePath);
// Will return the full path, e.g. "C:\Users\user\Documents\Test.txt"
// When multiple files are included, this event will be called
// once per file.
}
← Return to extension
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Hello YAL! Big fan of your work! Do you think it would be possible to get the filename/path before dropping the file into the window, while it's still being held? I would like to check the file extension for visual purposes, i.e. changing the cursor effect if it's an invalid filetype. Thanks for everything you do!
There’s already a file_drag_enter event
I appreciate the response, but from what I can tell file_drag_enter doesn't return the filepath. The only event I can see from your docs that returns filepaths is the file_drop event. If I try to use the filepath it returns as undefined.
I hadn't considered how it would be handled if multiple files are being held, though; I can understand if that complicates things too much.
Added those, and you may decide for yourself what status should be shown if only some of the dragged items are acceptable.
I think you forgot the "filename" in the docs for the drop event
I copy-pasted it from “file_count” description and forgot to change the opening line, I’ll fix that for the next release (the extension itself is unaffected).
Is there a way to force window focus when dragging a file over the game window? This way the game can react to mouse position while holding the file.
It’s a Sunday afternoon and I have electricity this time, so you can even have a more proper solution.
Oh my god. Thank you!
I always get this error when trying to build, even on a blank project:
That’s a GameMaker bug - it corrupts most of my extensions on load now. I recommend rolling back the IDE to 2023.8 for now
just as a head-up : The extension started not working for me all of a sudden, the function file_dropper_init() returning 0. I have no idea why, it worked fine until now, but now I can’t seem to get it to work on my computer anymore, except very rarely. I didn’t change any of the code, even old itch builds of my game that used to work do not now, so this is probably a change on my computer rather that on gamemaker, but I can’t figure out what change caused that to happen. Sometimes it will in fact work randomly but that’s like once every 20 tries. This is probably not helpful at all to debug but this is all I have :/
EDIT : I fixed it by disabling the option : Start fullscreen and running windo_set_fullscreen(true) at startup instead.
Helper script:
Nice! Very easy to use.