BIS fnc guiMessage: Difference between revisions

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{{Function|Comments=
{{TabView
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| arma3 |Game name=
|selected= 2


|1.00|Game version=
|title1= {{Icon|tkoh|24|link=}} {{tkoh}}
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|content1=
{{RV|type=function


| [[File:BIS fnc guiMessage.jpg|thumb|right|GUI message in {{arma3}}]] Shows customized native message box to user.
|game1= TKOH
{{Informative | This syntax is for {{arma3}}. For the {{tkoh}} version, see [[BIS_fnc_guiMessage TKOH]].}} |DESCRIPTION=
|version1= 1.00
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| [message, header, okButton, cancelButton, parent, useParentBox, pause)] spawn [[BIS_fnc_guiMessage]]
|gr1= GUI


|p1= message: [[String]] or [[Structured Text]] - (Optional, default "") message
|descr= Shows customized native message box to user.


|p2= header: [[String]] - (Optional) header text
|s1= [message, header, position, isCancel, parent, pause] spawn [[BIS_fnc_guiMessage]]


|p3= okButton: [[Boolean]] or [[String]] (Optional, default [[true]])
|p1= message: [[String]], [[Structured Text]] or [[Array]]:
* [[Boolean]] - enable "OK" button
* [[String]] or [[Structured Text]] - message
* [[String]] - custom text for "OK" button
* [[Array]] - listbox, every item is defined as [[String]] (enabled) or [[String]] in [[Array]] (disabled)
When variable '''BIS_fnc_guiMessage_cursel''' is defined as a [[Number]], item with this index will be selected.


|p4= cancelButton: [[Boolean]] or [[String]] - (Optional, default [[false]])
|p2= header: [[String]] or [[Structured Text]] - (Optional, default "") header text
* [[Boolean]] - enable "Cancel" button
* [[String]] - custom text for "Cancel" button


|p5= parent: [[Display]] - (Optional, default [[displayNull]]) parent display
|p3= position: [[Array]] - (Optional) position in format [x,y,w,h]


|p6= useParentBox: [[Boolean]] - (Optional, default [[false]]) try to use control inherited from "RscMessageBox" in parent instead of creating a new one
|p4= isCancel: [[Boolean]] or [[Array]] - (Optional, default [[true]]) true to display cancel button or array with button texts [okText, cancelText]


|p7= pause: [[Boolean]] - (Optional, default [[true]]) pause simulation when message box is open (no effect in multiplayer)
|p5= parent: [[Display]] - (Optional) parent display


| [[Boolean]] - [[true]] if "OK" button was pressed, otherwise false. Returned only after message box is closed. |RETURNVALUE=
|p6= pause: [[Boolean]] - (Optional) true to pause simulation when message window is open
____________________________________________________________________________________________


|x1= <code>["Hello World"] [[spawn]] [[BIS_fnc_guiMessage]];</code> |EXAMPLE1=
|r1= [[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.


|x2= <code>_result = ["Are you sure?", "Confirm", [[true]], [[true]]] [[call]] [[BIS_fnc_guiMessage]];</code> |EXAMPLE2=
|x1= <code>["Hello World"] [[spawn]] [[BIS_fnc_guiMessage TKOH|BIS_fnc_guiMessage]];</code>
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| [[hintC]], [[BIS_fnc_GUIhint]]
|x2= [[File:TakeOn BIS fnc guiMessage.jpg|right|200px]]
<code>["Message", "Header", [[nil]], [[true]]] [[spawn]] [[BIS_fnc_guiMessage TKOH|BIS_fnc_guiMessage]];</code>{{Clear}}
 
|x3= <code>[["Enabled Item", ["Disabled Item"]], "Header"] [[spawn]] [[BIS_fnc_guiMessage TKOH|BIS_fnc_guiMessage]];</code>
 
|seealso= [[hintC]], [[BIS_fnc_GUIhint]]
 
|exec= spawn
}}
 
|title2= {{Icon|arma3|24|link=}} {{arma3}}
|content2=
{{RV|type=function
 
|game1= arma3
|version1= 1.00
 
|eff= local
 
|gr1= GUI
 
|descr= [[File:BIS fnc guiMessage.jpg|thumb|right|[[BIS_fnc_guiMessage]] dialog in {{arma3}}]]
Displays an interactive message dialog in the center of the screen.
{{Feature|important|This function internally utilizes suspension ([[waitUntil]] to be specific) and therefore has to be executed in a [[Scheduler#Scheduled_Environment|scheduled environment]].}}
 
|exec= call
 
|s1= [message, header, okButton, cancelButton, parent, useParentBox, pause] call [[BIS_fnc_guiMessage]]
 
|p1= message (Optional, default: ""): [[String]] or [[Structured Text]] - Message
 
|p2= header (Optional, default: ""): [[String]] - Header text
 
|p3= okButton (Optional, default: [[true]]):
* [[Boolean]] - Enable the "OK" button
* [[String]] - Custom text for the "OK" button
 
|p4= cancelButton (Optional, default: [[false]]):
* [[Boolean]] - Enable the "Cancel" button
* [[String]] - Custom text for the "Cancel" button
 
|p5= parent (Optional, default: {{ic|[] [[call]] [[BIS_fnc_displayMission]]}}): [[Display]] - Parent display
 
|p6= useParentBox (Optional, default: [[false]]): [[Boolean]] - Try to use control inherited from "RscMessageBox" in parent instead of creating a new one
 
|p7= pause (Optional, default: [[true]]): [[Boolean]] - Pause simulation while message dialog is open (no effect in multiplayer)
 
|r1= [[Boolean]] - [[true|True]] if the "OK" button was pressed, otherwise [[false]]. Returned only after the message box is closed.
 
|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>[[private]] _result = ["Are you sure?", "Confirm", [[true]], [[true]]] [[call]] [[BIS_fnc_guiMessage]];
 
[[if]] (_result) [[then]] {
[[systemChat]] "The player is sure.";
} [[else]] {
[[systemChat]] "The player is not sure.";
};</code>
 
|seealso= [[BIS_fnc_GUIhint]] [[BIS_fnc_3DENShowMessage]] [[hintC]]
}}
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->


<dt><dt>
<dd class="notedate">Posted on June 24, 2014 - 00:43 (UTC)</dd>
<dd class="notedate">Posted on June 24, 2014 - 00:43 (UTC)</dd>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
<dt class="note">[[User:AgentRevolution|AgentRev]]</dt>
Line 53: Line 112:
</dd>
</dd>


<dt><dt>
<dd class="notedate">Posted on January 13, 2016 - 15:16 (UTC)</dd>
<dd class="notedate">Posted on January 13, 2016 - 15:16 (UTC)</dd>
<dt class="note">[[User:Eden|Eden]]</dt>
<dt class="note">[[User:Eden|Eden]]</dt>
Line 60: Line 120:
<code>[] [[spawn]]
<code>[] [[spawn]]
{
{
  [[private]] _result = ["Are you sure?", "Confirm", [[true]], [[true]]] [[call]] [[BIS_fnc_guiMessage]];
[[private]] _result = ["Are you sure?", "Confirm", [[true]], [[true]]] [[call]] [[BIS_fnc_guiMessage]];
  {{cc|Use _result here}}
{{cc|Use _result here}}
};</code>
};</code>
</dd>
</dd>


<dt><dt>
<dd class="notedate">Posted on November 1, 2017 - 18:35 (UTC)</dd>
<dd class="notedate">Posted on November 1, 2017 - 18:35 (UTC)</dd>
<dt class="note">[[User:demellion|demellion]]</dt>
<dt class="note">[[User:demellion|demellion]]</dt>
<dd class="note">
<dd class="note">
'''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]].
'''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]].
</dd>
</dd>


<!-- Note Section END -->
</dl>
</dl>
<h3 style="display:none">Bottom Section</h3>
[[Category:Function Group: GUI|guiMessage]]

Revision as of 00:02, 22 June 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 dialog in Arma 3

Displays an interactive message dialog in the center of the screen.

This function internally utilizes suspension (waitUntil to be specific) and therefore has to be executed in a scheduled environment.
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, default: ""): 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: [] call BIS_fnc_displayMission): 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 the 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 "The player is sure."; } else { systemChat "The 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.