GameClient¶
Methods relating to targeting the RS client and detecting client states.
if SRL_DISABLE_REMOTEINPUT is defined. RemoteInput plugin will not be loaded.
if SRL_USE_REMOTEINPUT is defined. RemoteInput will be automatically setup.
if SRL_USE_REMOTEINPUT_DEBUG is defined. Debug() calls will drawn on the RS client.
EClientMode¶
EClientMode = (
UNKNOWN, // Unable to detect mode (likely not logged in yet)
FIXED, // Fixed mode
RESIZABLE_CLASSIC, // Resizable with "classic" gametabs or "fixed mode gametabs"
RESIZABLE_MODERN // Resizable with gametabs being grouped together at the bottom
);
The modes of the client.
GameClient.DetectClientMode()¶
function TGameClient.DetectClientMode(Update: Boolean): EClientMode;
Detects the client mode. If Update is True ClientModeChanged will be called. Uses the music tab so will return CLIENT_UNKNOWN when not logged in. Are there any other cases where music tab won’t be visible?
GameClient.ClientModeChanged()¶
procedure TGameClient.ClientModeChanged();
Anything that needs an alert when the client mode changes should override this.
GameClient.IsLoggedIn()¶
function TGameClient.IsLoggedIn(): Boolean;
function TGameClient.IsLoggedIn(waitTime: Int32; interval: Int32 = -1): Boolean; overload;
Returns true/false whether there’s a player logged in or not.
Example:
WriteLn GameClient.IsLoggedIn();
GameClient.LoseFocus()¶
procedure TGameClient.LoseFocus();
procedure TGameClient.LoseFocus(delay: Int32);
Loses focus if available. Maybe useful for antiban.
You can optionally delay losing focus by passing in a delay.
GameClient.Setup()¶
procedure TGameClient.Setup();
GameClient setup method.
Note
This is automatically called on the GameClient variable.