GuiCreateWindow: Difference between revisions

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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element guiCreateWindow ( float x, float y, float width, float height, string titleBarText, bool relative )
element guiCreateWindow ( float x, float y, float width, float height, string titleBarText, bool relative )
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{{OOP||[[Element/GUI/Window|GuiWindow]]||}}


===Required Arguments===  
===Required Arguments===
[[Image:gui-window.png|frame|Example Window.]]
*'''x:''' A float of the 2D x position of the GUI window on a player's screen.  This is affected by the ''relative'' argument.
*'''x:''' A float of the 2D x position of the GUI window on a player's screen.  This is affected by the ''relative'' argument.
*'''y:''' A float of the 2D y position of the GUI window on a player's screen. This is affected by the ''relative'' argument.
*'''y:''' A float of the 2D y position of the GUI window on a player's screen. This is affected by the ''relative'' argument.
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*'''height:''' A float of the height of the GUI window. This is affected by the ''relative'' argument.
*'''height:''' A float of the height of the GUI window. This is affected by the ''relative'' argument.
*'''titleBarText:''' A string of the text that will be displayed in the title bar of the window.
*'''titleBarText:''' A string of the text that will be displayed in the title bar of the window.
*'''relative:''' This is whether sizes and positioning are relative.  If this is ''true'', then all x,y,width,height floats must be between 0 and 1, representing sizes/positions as a fraction of the screen size.
*'''relative:''' This is whether sizes and positioning are relative.  If this is ''true'', then all x,y,width,height floats must be between 0 and 1, representing sizes/positions as a fraction of the screen size. If ''false'', then the size and co-ordinates are based on client's resolution, accessible using [[guiGetScreenSize]].
 


===Returns===
===Returns===
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'''Example 1:''' This example creates a information window and adds two tabs to a "tabPanel" tabpanel, and adds some other gui elements to it.
'''Example 1:''' This example creates a information window and adds two tabs to a "tabPanel" tabpanel, and adds some other gui elements to it.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
local myWindow = guiCreateWindow ( 0, 0, 0.5, 0.4, "Information", true )--create a window which has "Information" in the title bar.
local myWindow = guiCreateWindow ( 0, 0, 0.5, 0.4, "Information", true ) -- create a window which has "Information" in the title bar.
local tabPanel = guiCreateTabPanel ( 0, 0, 2, 1, true, myWindow ) --create a tab panel which fills the whole window
local tabPanel = guiCreateTabPanel ( 0, 0.1, 1, 1, true, myWindow )       -- create a tab panel which fills the whole window
local tabMap = guiCreateTab( "Map Information", tabPanel ) -- create a tab named "Map Information" on 'tabPanel'
local tabMap = guiCreateTab( "Map Information", tabPanel )               -- create a tab named "Map Information" on 'tabPanel'
local tabHelp = guiCreateTab( "Help", tabPanel ) -- create another tab named "Help" on 'tabPanel'
local tabHelp = guiCreateTab( "Help", tabPanel )                         -- create another tab named "Help" on 'tabPanel'


-- adds a label (text) to each tab
-- adds a label (text) to each tab
guiCreateLabel(0.02,0.04,0.94,0.2,"This is information about the current map",true,tabMap)
guiCreateLabel(0.02, 0.04, 0.94, 0.2, "This is information about the current map", true, tabMap)
guiCreateLabel(0.02,0.04,0.94,0.92,"This is help text.",true,tabHelp)
guiCreateLabel(0.02, 0.04, 0.94, 0.92, "This is help text.", true, tabHelp)
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shotguns = {
shotguns = {
"chrome",
      "chrome",
"sawn-off",
      "sawn-off",
"combat" }
      "combat"
}


machineGun = {
machineGun = {
"m4",
      "m4",
"ak-47"
      "ak-47"
}
}


function setupWeaponSelection ( theResource )
function setupWeaponSelection ( theResource )
        if theResource ~= getThisResource() then return end --if the resource started is not this one, dont bother creating the gui
      -- getResourceRootElement(getThisResource()) at the bottom means it will only create the gui on this resource start
        ---Create a window for our spawnscreen, with the title "Select your weaposn".
      -- Create a window for our spawnscreen, with the title "Select your weapons".
        spawnScreenMenu = guiCreateWindow ( 0.15, 0.33, 0.7, 0.34, "Select your weapons", true )
      spawnScreenMenu = guiCreateWindow ( 0.15, 0.33, 0.7, 0.34, "Select your weapons", true )
        --create an OK button to allow the user to confirm their seclections, and attach it to the confirmSelection funnction
      -- create an OK button to allow the user to confirm their selections, and attach it to the confirmSelection function
        spawnScreenOKButton = guiCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
      spawnScreenOKButton = guiCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
        --ensure the user doesnt move or resize our spawnscreen.
      -- ensure the user can't move or resize our spawnscreen.
        guiWindowSetMovable ( spawnScreenMenu, false )
      guiWindowSetMovable ( spawnScreenMenu, false )
        guiWindowSetSizable ( spawnScreenMenu, false )
      guiWindowSetSizable ( spawnScreenMenu, false )
        --create our gridlist, which fills up most of the window.
      -- create our gridlist, which fills up most of the window.
        spawnScreenGridList = guiCreateGridList ( 0, 0.1, 1, 0.9, true, spawnScreenMenu )
      spawnScreenGridList = guiCreateGridList ( 0, 0.1, 1, 0.9, true, spawnScreenMenu )
                guiGridListSetSelectionMode ( spawnScreenGridList, 2 )--ensure the selection mode is one per column
      guiGridListSetSelectionMode ( spawnScreenGridList, 2 ) -- ensure the selection mode is one per column
        --Since we have 2 sets of weapons, create one for shotguns and one for machine guns
      -- Since we have 2 sets of weapons, create a column for shotguns and one for machine guns
        guiGridListAddColumn ( spawnScreenGridList, "Shotguns", 0.3 )
      guiGridListAddColumn ( spawnScreenGridList, "Shotguns", 0.3 )
        guiGridListAddColumn ( spawnScreenGridList, "Machine guns", 0.3 )
      guiGridListAddColumn ( spawnScreenGridList, "Machine guns", 0.3 )
        -- next, we loop through our handguns table to add handgun items to the gridlist
      -- next, we loop through our handguns table to add handgun items to the gridlist
        for key,weaponName in pairs(shotguns) do
      for key,weaponName in pairs(shotguns) do
                --add a new row to our gridlist each time
            -- add a new row to our gridlist each time
                local row = guiGridListAddRow ( spawnScreenGridList ) --get our new row
            local row = guiGridListAddRow ( spawnScreenGridList )
                --next, we set that rows text to the weapon name. Column is 1 since the "Shotguns" column was created first.
            -- next, we set that row's text to the weapon name. Column is 1 since the "Shotguns" column was created first.
                guiGridListSetItemText ( spawnScreenGridList, row, 1, weaponName, false, false )
            guiGridListSetItemText ( spawnScreenGridList, row, 1, weaponName, false, false )
        end
      end
        --we repeat the process for other weapon lists, changing the column number
      -- we repeat the process for other weapon list, changing the column number
        row = 0
      row = 0
        for key,weaponName in pairs(machineGun) do
      for key,weaponName in pairs(machineGun) do
                --we dont bother creating new rows, since we already have done that
            -- we don't need to create new rows as that was done in the previous loop
                --next, we set that rows text to the weapon name. Column is 2 since the "Machine guns" column was created second.
            -- we just set the row's text to the weapon name. Column is 2 since the "Machine guns" column was created second.
                guiGridListSetItemText ( spawnScreenGridList, row, 2, weaponName, false, false )
            guiGridListSetItemText ( spawnScreenGridList, row, 2, weaponName, false, false )
                row = row + 1 --increase the row number
            row = row + 1 -- increase the row number
        end
      end
end
end
addEventHandler ( "onClientResourceStart", getRootElement(), setupWeaponSelection )
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), setupWeaponSelection )
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{GUI_functions}}
{{GUI_functions}}
[[ru:guiCreateWindow]]
[[pl:guiCreateWindow]]
{{GUI_events}}

Revision as of 15:44, 7 November 2018

This function is for creating a new GUI window. This provides a base for other gui elements to be created within. However, windows do not have a parent and cannot be created in any GUI elements.

Syntax

element guiCreateWindow ( float x, float y, float width, float height, string titleBarText, bool relative )

OOP Syntax Help! I don't understand this!

Method: GuiWindow(...)


Required Arguments

Example Window.
  • x: A float of the 2D x position of the GUI window on a player's screen. This is affected by the relative argument.
  • y: A float of the 2D y position of the GUI window on a player's screen. This is affected by the relative argument.
  • width: A float of the width of the GUI window. This is affected by the relative argument.
  • height: A float of the height of the GUI window. This is affected by the relative argument.
  • titleBarText: A string of the text that will be displayed in the title bar of the window.
  • relative: This is whether sizes and positioning are relative. If this is true, then all x,y,width,height floats must be between 0 and 1, representing sizes/positions as a fraction of the screen size. If false, then the size and co-ordinates are based on client's resolution, accessible using guiGetScreenSize.

Returns

Returns a gui window element if it was created successfully, false otherwise.

Example

Example 1: This example creates a information window and adds two tabs to a "tabPanel" tabpanel, and adds some other gui elements to it.

local myWindow = guiCreateWindow ( 0, 0, 0.5, 0.4, "Information", true )  -- create a window which has "Information" in the title bar.
local tabPanel = guiCreateTabPanel ( 0, 0.1, 1, 1, true, myWindow )       -- create a tab panel which fills the whole window
local tabMap = guiCreateTab( "Map Information", tabPanel )                -- create a tab named "Map Information" on 'tabPanel'
local tabHelp = guiCreateTab( "Help", tabPanel )                          -- create another tab named "Help" on 'tabPanel'

-- adds a label (text) to each tab
guiCreateLabel(0.02, 0.04, 0.94, 0.2, "This is information about the current map", true, tabMap)
guiCreateLabel(0.02, 0.04, 0.94, 0.92, "This is help text.", true, tabHelp)

Example 2: This example creates a weapon selection screen, complete with a window, gridlist and a button. Users can select a shotgun or a machine gun. The window is not movable or sizable.

--Setup some tables

shotguns = {
      "chrome",
      "sawn-off",
      "combat"
}

machineGun = {
      "m4",
      "ak-47"
}

function setupWeaponSelection ( theResource )
      -- getResourceRootElement(getThisResource()) at the bottom means it will only create the gui on this resource start
      -- Create a window for our spawnscreen, with the title "Select your weapons".
      spawnScreenMenu = guiCreateWindow ( 0.15, 0.33, 0.7, 0.34, "Select your weapons", true )
      -- create an OK button to allow the user to confirm their selections, and attach it to the confirmSelection function
      spawnScreenOKButton = guiCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
      -- ensure the user can't move or resize our spawnscreen.
      guiWindowSetMovable ( spawnScreenMenu, false )
      guiWindowSetSizable ( spawnScreenMenu, false )
      -- create our gridlist, which fills up most of the window.
      spawnScreenGridList = guiCreateGridList ( 0, 0.1, 1, 0.9, true, spawnScreenMenu )
      guiGridListSetSelectionMode ( spawnScreenGridList, 2 ) -- ensure the selection mode is one per column
      -- Since we have 2 sets of weapons, create a column for shotguns and one for machine guns
      guiGridListAddColumn ( spawnScreenGridList, "Shotguns", 0.3 )
      guiGridListAddColumn ( spawnScreenGridList, "Machine guns", 0.3 )
      -- next, we loop through our handguns table to add handgun items to the gridlist
      for key,weaponName in pairs(shotguns) do
            -- add a new row to our gridlist each time
            local row = guiGridListAddRow ( spawnScreenGridList )
            -- next, we set that row's text to the weapon name. Column is 1 since the "Shotguns" column was created first.
            guiGridListSetItemText ( spawnScreenGridList, row, 1, weaponName, false, false )
      end
      -- we repeat the process for other weapon list, changing the column number
      row = 0
      for key,weaponName in pairs(machineGun) do
            -- we don't need to create new rows as that was done in the previous loop
            -- we just set the row's text to the weapon name. Column is 2 since the "Machine guns" column was created second.
            guiGridListSetItemText ( spawnScreenGridList, row, 2, weaponName, false, false )
            row = row + 1 -- increase the row number
      end
end
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), setupWeaponSelection )

See Also

General functions

Browsers

Buttons

Checkboxes

Comboboxes

Edit Boxes

Gridlists

Memos

Progressbars

Radio Buttons

Scrollbars

Scrollpanes

Static Images

Tab Panels

Tabs

Text Labels

Windows

Input

GUI