BIS fnc guiMessage: Difference between revisions
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Message boxes can be force-closed with: | Message boxes can be force-closed with: | ||
<code>uiNamespace setVariable ["BIS_fnc_guiMessage_status", false];</code> | <code>uiNamespace setVariable ["BIS_fnc_guiMessage_status", false];</code> | ||
</dd> | |||
</dl> | |||
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<dl class="command_description"> | |||
<dd class="notedate">Posted on January 13, 2016 - 15:16 (UTC)</dd> | |||
<dt class="note">[[User:Eden|Eden]]</dt> | |||
<dd class="note"> | |||
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: | |||
<code>[] spawn | |||
{ | |||
_result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage | |||
//use _result here | |||
} | |||
</code> | |||
</dd> | </dd> | ||
</dl> | </dl> | ||
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Revision as of 16:16, 13 January 2016
Description
- Description:
- Shows customized native message box to user
- Execution:
- call
- Groups:
- Uncategorised
Syntax
- Syntax:
- [message, (header, position, isCancel, parent, pause)] call BIS_fnc_guiMessage;
- Parameters:
- Take On Helicopters
- message:
String or Structured Text - message
Array - listbox, every item is defined as String (enabled) or String in Array (disabled)
When variable BIS_fnc_guiMessage_cursel is defined and is Number, item with index equal to the variable will be selected by default. - header (Optional): String or Structured Text - header text
- position (Optional): Array - position in format [x,y,w,h]
- isCancel (Optional): Boolean or Array - true to display cancel button or array with button texts [okText,cancelText]
- parent (Optional): Display - parent display
- pause (Optional): Boolean - true to pause simulation when message window is open
- Return Value:
- Array - [endState, (lbId)] Returned only after message box is closed.
Alternative Syntax
- Syntax:
- [(message, header, okButton, cancelButton, parent, useParentBox, pause)] call BIS_fnc_guiMessage;
- Parameters:
- Arma 3
- message (Optional): String or Structured Text - message
- header (Optional): String - header text
- okButton (Optional):
Boolean - enable "OK" button (default: true)
String - custom text for "OK" button - cancelButton (Optional):
Boolean - enable "Cancel" button (default: false)
String - custom text for "Cancel" button - parent (Optional): Display - parent display
- useParentBox (Optional): Boolean - try to use control inherited from "RscMessageBox" in parent instead of creating a new one (default: false)
- pause (Optional): Boolean - pause simulation when message box is open (default: true, no effect in multiplayer)
- Return Value:
- Boolean - true if "OK" button was pressed, otherwise false
Returned only after message box is closed.
Examples
- Example 1:
["Hello World"] spawn BIS_fnc_guiMessage;
- Example 2:
["Message","Header",nil,true] spawn BIS_fnc_guiMessage;
Result:
- Example 3:
[["Enabled Item",["Disabled Item"]],"Header"] spawn BIS_fnc_guiMessage; // TKOH
- Example 4:
_result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage; // Arma 3
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
Notes
Bottom Section
- Posted on June 24, 2014 - 00:43 (UTC)
- AgentRevolution
-
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 { _result = ["Are you sure?", "Confirm", true, true] call BIS_fnc_guiMessage //use _result here }