BIS fnc guiMessage: Difference between revisions

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(Merge TKOH and Arma 3 BIS_fnc_guimessage)
(Upgraded page to level 2 (and fixed some errors and clarified some things here and there!))
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|game1= arma3
|game1= arma3
|version1= 1.00
|version1= 1.00
|eff= local


|gr1= GUI
|gr1= GUI


|descr= [[File:BIS fnc guiMessage.jpg|thumb|right|GUI message in {{arma3}}]] Shows customized native message box to user.
|descr= [[File:BIS fnc guiMessage.jpg|thumb|right|[[BIS_fnc_guiMessage]] message dialog in {{arma3}}]] Displays an interactive message dialog in the center of the screen.
 
|exec= call


|s1= [message, header, okButton, cancelButton, parent, useParentBox, pause)] spawn [[BIS_fnc_guiMessage]]
|s1= [message, header, okButton, cancelButton, parent, useParentBox, pause] call [[BIS_fnc_guiMessage]]


|p1= message: [[String]] or [[Structured Text]] - (Optional, default "") Message
|p1= message (Optional, default: ""): [[String]] or [[Structured Text]] - Message


|p2= header: [[String]] - (Optional) Header text
|p2= header (Optional): [[String]] - Header text


|p3= okButton: [[Boolean]] or [[String]] (Optional, default [[true]])
|p3= okButton (Optional, default: [[true]]):
* [[Boolean]] - Enable "OK" button
* [[Boolean]] - Enable the "OK" button
* [[String]] - Custom text for "OK" button
* [[String]] - Custom text for the "OK" button


|p4= cancelButton: [[Boolean]] or [[String]] - (Optional, default [[false]])
|p4= cancelButton (Optional, default: [[false]]):
* [[Boolean]] - Enable "Cancel" button
* [[Boolean]] - Enable the "Cancel" button
* [[String]] - Custom text for "Cancel" button
* [[String]] - Custom text for the "Cancel" button


|p5= parent: [[Display]] - (Optional, default [[displayNull]]) Parent display
|p5= parent (Optional, default: [[displayNull]]): [[Display]] - Parent display


|p6= useParentBox: [[Boolean]] - (Optional, default [[false]]) Try to use control inherited from "RscMessageBox" in parent instead of creating a new one
|p6= useParentBox (Optional, default: [[false]]): [[Boolean]] - Try to use control inherited from "RscMessageBox" in parent instead of creating a new one


|p7= pause: [[Boolean]] - (Optional, default [[true]]) Pause simulation when message box is open (no effect in multiplayer)
|p7= pause (Optional, default: [[true]]): [[Boolean]] - Pause simulation while message dialog is open (no effect in multiplayer)


|r1= [[Boolean]] - [[true|True]] if "OK" button was pressed, otherwise false. Returned only after message box is closed.
|r1= [[Boolean]] - [[true|True]] if the "OK" button was pressed, otherwise [[false]]. Returned only after message box is closed.


|x1= <code>["Hello World"] [[spawn]] [[BIS_fnc_guiMessage]];</code>
|x1= Because this example uses [[spawn]], the return value of [[BIS_fnc_guiMessage]] is lost and can not be used.
<code>["Hello World"] [[spawn]] [[BIS_fnc_guiMessage]];</code>


|x2= <code>_result = ["Are you sure?", "Confirm", [[true]], [[true]]] [[spawn]] [[BIS_fnc_guiMessage]];</code>
|x2= <code>[[private]] _result = ["Are you sure?", "Confirm", [[true]], [[true]]] [[call]] [[BIS_fnc_guiMessage]];


|seealso= [[hintC]], [[BIS_fnc_GUIhint]] [[BIS_fnc_3DENShowMessage]]
[[if]] (_result) [[then]] {
[[systemChat]] "Player is sure.";
} [[else]] {
[[systemChat]] "Player is not sure.";
};</code>


|exec= spawn
|seealso= [[BIS_fnc_GUIhint]] [[BIS_fnc_3DENShowMessage]] [[hintC]]
}}
}}
}}
}}

Revision as of 12:04, 19 May 2021

tkoh logo small.png Take On Helicopters
Arma 3 logo black.png Arma 3
Hover & click on the images for description

Description

Description:
Shows customized native message box to user.
Execution:
spawn
Groups:
GUI

Syntax

Syntax:
[message, header, position, isCancel, parent, pause] spawn BIS_fnc_guiMessage
Parameters:
message: String, Structured Text or Array: When variable BIS_fnc_guiMessage_cursel is defined as a Number, item with this index will be selected.
header: String or Structured Text - (Optional, default "") header text
position: Array - (Optional) position in format [x,y,w,h]
isCancel: Boolean or Array - (Optional, default true) true to display cancel button or array with button texts [okText, cancelText]
parent: Display - (Optional) parent display
pause: Boolean - (Optional) true to pause simulation when message window is open
Return Value:
Array - [endState, lbId]
  • endState: Boolean - true when clicked OK button, false when escaped or clicked on Cancel button
  • lbId: Number - (Optional, returned if listbox was used) selected listbox item
Returned only after message box is closed.

Examples

Example 1:
["Hello World"] spawn BIS_fnc_guiMessage;
Example 2:
TakeOn BIS fnc guiMessage.jpg
["Message", "Header", nil, true] spawn BIS_fnc_guiMessage;
Example 3:
[["Enabled Item", ["Disabled Item"]], "Header"] spawn BIS_fnc_guiMessage;

Additional Information

See also:
hintCBIS_fnc_GUIhint

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Hover & click on the images for description

Description

Description:
BIS_fnc_guiMessage message dialog in Arma 3
Displays an interactive message dialog in the center of the screen.
Execution:
call
Groups:
GUI

Syntax

Syntax:
[message, header, okButton, cancelButton, parent, useParentBox, pause] call BIS_fnc_guiMessage
Parameters:
message (Optional, default: ""): String or Structured Text - Message
header (Optional): String - Header text
okButton (Optional, default: true):
  • Boolean - Enable the "OK" button
  • String - Custom text for the "OK" button
cancelButton (Optional, default: false):
  • Boolean - Enable the "Cancel" button
  • String - Custom text for the "Cancel" button
parent (Optional, default: displayNull): Display - Parent display
useParentBox (Optional, default: false): Boolean - Try to use control inherited from "RscMessageBox" in parent instead of creating a new one
pause (Optional, default: true): Boolean - Pause simulation while message dialog is open (no effect in multiplayer)
Return Value:
Boolean - True if the "OK" button was pressed, otherwise false. Returned only after message box is closed.

Examples

Example 1:
Because this example uses spawn, the return value of BIS_fnc_guiMessage is lost and can not be used. ["Hello World"] spawn BIS_fnc_guiMessage;
Example 2:
private _result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage; if (_result) then { systemChat "Player is sure."; } else { systemChat "Player is not sure."; };

Additional Information

See also:
BIS_fnc_GUIhint BIS_fnc_3DENShowMessage hintC

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Posted on June 24, 2014 - 00:43 (UTC)
AgentRev
Message boxes can be force-closed with: uiNamespace setVariable ["BIS_fnc_guiMessage_status", false];
Posted on January 13, 2016 - 15:16 (UTC)
Eden
Calling this function can cause an game crash. When doing this you have to spawn the function or add an spawn around it so you can use the result: [] spawn { private _result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage; // Use _result here };
Posted on November 1, 2017 - 18:35 (UTC)
demellion
NOTE: This function only exists along with mission display (findDisplay 46). If this function is called before with -skipIntro parameter enabled (see Arma 3: Startup Parameters) it will result as Void.