win8_secondarytile_badge_notification(data, tile_id);
Argument | Description |
---|---|
data | This is the badge data and can either be a number or an icon from the badge catalogue. |
tile_id | The unique identifying string of the tile to use. |
Returns: N/A
This function will "push" a badge onto the secondary Live Tile
of your game. The tile to push the badge too is defined by the
string containing the unique tile id which you gave when you
pinned the secondary Live Tile using the function win8_secondarytile_pin.
The badge itself is a small square area on the bottom right of the
Live Tile and can show either a number from 0 to 99 (any value over
99 will be shown as "+99"), or a badge icon. Icons are decided
based on the icon string that you pass through the function,
which can be any of the following:
NOTE: The background colour for these icons will depend
on what you have defined in the "Logos" part of the General
section of the Windows 8 tab in the Global Game Settings.
Icon String | Badge Catalogue Image |
---|---|
none | No Badge Shown |
activity | |
alert | |
available | |
away | |
busy | |
unavailable | |
newMessage | |
paused | |
playing | |
error | |
attention |
if keyboard_check_pressed(ord("P"))
{
global.Pause = true;
win8_secondarytile_badge_notification("paused",
"SecondaryTile");
}
The above code will check for the key "P" being pressed and if it is detected, it will set the global variable "Paused" to true and push a badge onto the secondary Live Tile.