BIS fnc GUImessage: Difference between revisions

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(Changed the formatting to better match with the rest of the wiki and added function information)
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| <pre>/*
| Creates a fully dynamic GUI message box in the center of the player's screen. |= Description
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| [body, header, OKbutton, Cancelbutton, display, inheritClass, pauseGame] call '''BIS_fnc_GUImessage''' |= Syntax
 
|p1= [''body'', ''header'', ''OKbutton'', ''Cancelbutton'', ''display'', ''inheritClass'', ''pauseGame'']: [[Array]]  |= PARAMETER1
 
|p2= body: [[String]] or [[Structured_Text|Structured Text]] (optional) - Default: "".  |= PARAMETER2


Description:
|p3= header: [[String]] (optional) - Default: "". |= PARAMETER3
Displays message window


Parameter(s):
|p4= OKbutton: [[Boolean]] or [[String]] (optional) - True/False to enable/disable button with default string of "OK", or enable the button with the input string. Default: true. |= PARAMETER4
0: STRING or STRUCTURED TEXT - message body
1: STRING - message header
2:
BOOL - enable/disable "OK" button
TEXT - set "OK" button's text (enabling it automatically)
3:
BOOL - enable/disable "Cancel" button
TEXT - set "Cancel" button's text (enabling it automatically)
4: DISPLAY - parent display
5: BOOL - when true, function will try to use control inherited from 'RscMessageBox' in display instead of creating a new one
6: BOOL - true to pause the game, false to let it running


Returns:
|p5= Cancelbutton: [[Boolean]] or [[String]] (optional) - True/False to enable/disable button with default string of "CANCEL", or enable the button with the input string. Default: false. |= PARAMETER5
BOOL - true if "OK" button was activated, false if "Cancel" was activated or user pressed "Escape" key.
 
*/
|p6= display: [[Display]] (optional) - Default: Main display of current mission/intro/outro. |= PARAMETER6
</pre><small>''(Placeholder description extracted from the function header by [[BIS_fnc_exportFunctionsToWiki]])''</small> |= Description
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| <!-- [] call [[BIS_fnc_GUImessage]]; --> |= Syntax
|p7= inheritClass: [[Boolean]] (optional) - True to use "RscMessageBox" class from the current display, false to use BIS-created "RscMessageBox" class. Default: false. |= PARAMETER7


|p1= |= Parameter 1
|p8= pauseGame: [[Boolean]] (optional) - Default: true. |= PARAMETER8


| |= Return value
| [[Boolean]] - true if "OK" button was activated, false if "Cancel" was activated or user pressed "Escape" key. |= RETURNVALUE
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|x1= <code></code> |=  
|x1= <code>["Example Body", "Example Header", [[true]], [[true]], [[findDisplay]] 46, [[false]], [[true]]] [[call]] [[BIS_fnc_GUImessage]];</code> |=
|x2= <code>[<nowiki></nowiki>[[composeText]] ["Example", [[lineBreak]], "Body"], "Example Header", [[true]], [[true]], [[findDisplay]] 46, [[false]], [[true]]] [[call]] [[BIS_fnc_GUImessage]];</code> |=  
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Line 72: Line 66:
[[if]] (_forEachIndex < (([[count]] [[playableUnits]]) - 1)) [[then]]
[[if]] (_forEachIndex < (([[count]] [[playableUnits]]) - 1)) [[then]]
{
{
_allPlayers = [[format]] ["%1,linebreak,", _allPlayers];
_allPlayers = [[format]] ["%1,lineBreak,", _allPlayers];
};
};
};
};

Revision as of 06:29, 24 December 2014


Hover & click on the images for description

Description

Description:
Creates a fully dynamic GUI message box in the center of the player's screen.
Execution:
call
Groups:
Uncategorised

Syntax

Syntax:
[body, header, OKbutton, Cancelbutton, display, inheritClass, pauseGame] call BIS_fnc_GUImessage
Parameters:
[body, header, OKbutton, Cancelbutton, display, inheritClass, pauseGame]: Array
body: String or Structured Text (optional) - Default: "".
header: String (optional) - Default: "".
OKbutton: Boolean or String (optional) - True/False to enable/disable button with default string of "OK", or enable the button with the input string. Default: true.
Cancelbutton: Boolean or String (optional) - True/False to enable/disable button with default string of "CANCEL", or enable the button with the input string. Default: false.
display: Display (optional) - Default: Main display of current mission/intro/outro.
inheritClass: Boolean (optional) - True to use "RscMessageBox" class from the current display, false to use BIS-created "RscMessageBox" class. Default: false.
pauseGame: Boolean (optional) - Default: true.
Return Value:
Boolean - true if "OK" button was activated, false if "Cancel" was activated or user pressed "Escape" key.

Examples

Example 1:
["Example Body", "Example Header", true, true, findDisplay 46, false, true] call BIS_fnc_GUImessage;
Example 2:
[composeText ["Example", lineBreak, "Body"], "Example Header", true, true, findDisplay 46, false, true] call BIS_fnc_GUImessage;

Additional Information

See also:
BIS_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 December 24, 2014 - 03:52 (UTC)
DreadedEntity
Some code that should produce a "Mission Credits" GUI (tested with a sample array, not actual MP). Lists all connected players. _allPlayers = "composeText ["; { if (isPlayer _x) then { _allPlayers = format ["%1'%2'", _allPlayers, name _x]; if (_forEachIndex < ((count playableUnits) - 1)) then { _allPlayers = format ["%1,lineBreak,", _allPlayers]; }; }; }forEach playableUnits; _allPlayers = format ["%1];", _allPlayers]; _structuredText = call compile _allPlayers; [_structuredText, "Mission Credits", "THANK YOU", "THANK YOU", findDisplay 46, false, true] spawn BIS_fnc_GUImessage;