Like the above events, the Dialogues event is only
triggered when it gets a call back from one of the special
asynchronous user functions, like
get_login_async() (please see this function for an
extended code example of how this event is used). These events are
the ones that ask for some type of user input, which can be a name,
login details, a number or a colour etc... As most devices do not
like sitting in a loop waiting for a reply, they have to be
asynchronous and GameMaker: Studio will continue to run in
the background while these functions have a dialogue open and until
they get the required user input which triggers this event.
Again, a ds_map
is returned with the id held in the special variable
async_load. The values held in this map will depend on the
function used, and you should consult the individual entries for
each function in this manual for more details.
NOTE: The map held in the async_load variable
is only valid in these events, as the ds_map that is points to is
created at the start of the event, then deleted again at the end,
with this variable being reset to a value of -1 in all other
events.