BIS fnc guiMessage: Difference between revisions

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|selected= 2
|selected= 2


|title1= {{Icon|tkoh|24|link=}} {{tkoh}}
|title1= {{TabView/GameTitle|tkoh}}
|content1=
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{{RV|type=function
{{RV|type=function
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|p3= position: [[Array]] - (Optional) position in format [x,y,w,h]
|p3= position: [[Array]] - (Optional) position in format [x,y,w,h]


|p4= isCancel: [[Boolean]] or [[Array]] - (Optional, default [[true]]) true to display cancel button or array with button texts [okText, cancelText]
|p4= isCancel: [[Boolean]] or [[Array]] - (Optional, default [[true]]) [[true]] to display cancel button or array with button texts [okText, cancelText]


|p5= parent: [[Display]] - (Optional) parent display
|p5= parent: [[Display]] - (Optional) parent display


|p6= pause: [[Boolean]] - (Optional) true to pause simulation when message window is open
|p6= pause: [[Boolean]] - (Optional) [[true]] to pause simulation when message window is open


|r1= [[Array]] - [endState, lbId]
|r1= [[Array]] - [endState, lbId]
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|title2= {{Icon|arma3|24|link=}} {{arma3}}
|title2= {{TabView/GameTitle|arma3}}
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|content2=
{{RV|type=function
{{RV|type=function


|game1= arma3
|game1= arma3
|version1= 1.00
|version1= 0.50


|eff= local
|eff= local
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|gr1= GUI
|gr1= GUI


|descr= [[File:BIS fnc guiMessage.jpg|thumb|right|[[BIS_fnc_guiMessage]] dialog in {{arma3}}]]
|descr= [[File:BIS fnc guiMessage.jpg|thumb|[[BIS_fnc_guiMessage]] dialog in {{arma3}}]]
Displays an interactive message dialog in the center of the screen.
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]].}}  
{{Feature|important|This function internally utilizes suspension ([[waitUntil]] to be specific) and therefore has to be executed in a [[Scheduler#Scheduled_Environment|scheduled environment]].}}  
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|s1= [message, header, okButton, cancelButton, parent, useParentBox, pause] call [[BIS_fnc_guiMessage]]
|s1= [message, header, okButton, cancelButton, parent, useParentBox, pause] call [[BIS_fnc_guiMessage]]


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


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


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


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


|p5= parent (Optional, default: {{ic|[] [[call]] [[BIS_fnc_displayMission]]}}): [[Display]] - Parent display
|p5= parent: [[Display]] - (Optional, default: {{ic|[] [[call]] [[BIS_fnc_displayMission]]}}) parent display


|p6= useParentBox (Optional, default: [[false]]): [[Boolean]] - Try to use control inherited from "RscMessageBox" in parent instead of creating a new one
|p6= useParentBox: [[Boolean]] - (Optional, default: [[false]]) 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)
|p7= pause: [[Boolean]] - (Optional, default: [[true]]) 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.
|r1= [[Boolean]] - [[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.
|x1= Because this example uses [[spawn]], the return value of [[BIS_fnc_guiMessage]] is lost and can not be used.
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|seealso= [[BIS_fnc_GUIhint]] [[BIS_fnc_3DENShowMessage]] [[hintC]]
|seealso= [[BIS_fnc_GUIhint]] [[BIS_fnc_3DENShowMessage]] [[hintC]]
}}
}}
}}
}}



Revision as of 21:57, 21 August 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: String or Structured Text - (Optional, default: "") message
header: String - (Optional, default: "") header text
okButton Boolean or String - (Optional, default true):
  • Boolean - enable the "OK" button
  • String - custom text for the "OK" button
cancelButton: Boolean or String - (Optional, default false):
  • Boolean - enable the "Cancel" button
  • String - custom text for the "Cancel" button
parent: Display - (Optional, default: [] call BIS_fnc_displayMission) parent display
useParentBox: Boolean - (Optional, default: false) try to use control inherited from "RscMessageBox" in parent instead of creating a new one
pause: Boolean - (Optional, default: true) 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.