GuiCreateCheckBox: Difference between revisions

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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element guiCreateCheckBox ( float x, float y, float width, float height, string text, bool selected, bool relative, [element parent = nil] )
element guiCreateCheckBox ( float x, float y, float width, float height, string text, bool selected, bool relative, [element parent = nil] )
</syntaxhighlight>  
</syntaxhighlight>
{{OOP||[[Element/GUI/Checkbox|GuiCheckBox]]}}


===Required Arguments===  
===Required Arguments===  
[[Image:Checkbox.png|thumb|Test Checkbox]]
*'''x:''' A float of the 2D x position of the checkbox on a player's screen. This is affected by the ''relative'' argument.
*'''x:''' A float of the 2D x position of the checkbox on a player's screen. This is affected by the ''relative'' argument.
*'''y:''' A float of the 2D y position of the checkbox on a player's screen. This is affected by the ''relative'' argument.
*'''y:''' A float of the 2D y position of the checkbox on a player's screen. This is affected by the ''relative'' argument.
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===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''parent:''' This is the parent that the checkbox is attached to. The ''relative'' argument must be true to use this. Sizes and positioning will be made relative to this parent. If ''nil'' parent is passed, the parent will become the screen - causing positioning and sizing according to screen positioning.
*'''parent:''' This is the parent that the checkbox is attached to. If the ''relative'' argument is true, sizes and positioning will be made relative to this parent. If the ''relative'' argument is false, positioning will be the number of offset pixels from the parent's origin. If no parent is passed, the parent will become the screen - causing positioning and sizing according to screen positioning.


===Returns===
===Returns===
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==Example==  
==Example==  
<!-- Explain what the example is in a single sentance -->
<!-- Explain what the example is in a single sentance -->
This example does...
This example creates a GUI window with a checked and an unchecked checkbox and adds a command to toggle their visibility
<!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized -->
<!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, one clear and well commented, the other optimized -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
--This line does...
function drawGUI()
blabhalbalhb --abababa
local guiWindow = guiCreateWindow(100,100,200,100,"Checkbox test area",false,false) -- create the container window
--This line does this...
local checkedBox = guiCreateCheckBox(20,30,150,20,"Checked checkbox",true,false,guiWindow) -- note the parameter after header, it will make the checkbox be checked
mooo
local uncheckedBox = guiCreateCheckBox(20,60,150,20,"Unchecked checkbox",false,false,guiWindow) -- not here though
guiSetVisible(guiWindow,false) -- set it invisible just in case
return guiWindow -- we return the guiWindow
end
function cmdGUI(cmd)
if not checkBoxWindow then -- if it hasn't been declared yet
checkBoxWindow = drawGUI() -- we draw the gui window
guiSetVisible(checkBoxWindow,true) -- we set it visible again. Strictly speaking it's not necessary, could have omitted both this and the upper guiSetVisible, but this is needed if you want to cache a window without actually showing it
else -- if we actually have run this function before and declared checkBoxWindow
guiSetVisible(checkBoxWindow, not guiGetVisible(checkBoxWindow)) -- we just toggle the visibility. If it was visible, not visible returns false and thus sets it's visibility false, effectivly hiding it
end
showCursor(not isCursorShowing()) -- similar to above visibility
end
addCommandHandler("guiwindow",cmdGUI) -- trigger cmdGUI function with this command
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{GUI_functions}}
{{GUI_functions}}
[[Category:Needs Example]]
{{GUI_events}}

Revision as of 20:36, 7 November 2018

This function creates a checkbox.

Syntax

element guiCreateCheckBox ( float x, float y, float width, float height, string text, bool selected, bool relative, [element parent = nil] )

OOP Syntax Help! I don't understand this!

Method: GuiCheckBox(...)


Required Arguments

Test Checkbox
  • x: A float of the 2D x position of the checkbox on a player's screen. This is affected by the relative argument.
  • y: A float of the 2D y position of the checkbox on a player's screen. This is affected by the relative argument.
  • width: A float of the width of the text field next to the checkbox. This is affected by the relative argument.
  • height: A float of the height of the text field next to the checkbox. This is affected by the relative argument.
  • text: The text to be displayed next to the checkbox.
  • selected: A boolean representing whether the checkbox created should be selected by default.
  • 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 measures relative to the parent.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • parent: This is the parent that the checkbox is attached to. If the relative argument is true, sizes and positioning will be made relative to this parent. If the relative argument is false, positioning will be the number of offset pixels from the parent's origin. If no parent is passed, the parent will become the screen - causing positioning and sizing according to screen positioning.

Returns

Returns element of the checkbox if it was created succesfully, false otherwise.

Example

This example creates a GUI window with a checked and an unchecked checkbox and adds a command to toggle their visibility

function drawGUI()
	local guiWindow = guiCreateWindow(100,100,200,100,"Checkbox test area",false,false) -- create the container window
	local checkedBox = guiCreateCheckBox(20,30,150,20,"Checked checkbox",true,false,guiWindow) -- note the parameter after header, it will make the checkbox be checked
	local uncheckedBox = guiCreateCheckBox(20,60,150,20,"Unchecked checkbox",false,false,guiWindow) -- not here though
	guiSetVisible(guiWindow,false) -- set it invisible just in case
	return guiWindow -- we return the guiWindow
end
function cmdGUI(cmd)
	if not checkBoxWindow then -- if it hasn't been declared yet
		checkBoxWindow = drawGUI() -- we draw the gui window
		guiSetVisible(checkBoxWindow,true) -- we set it visible again. Strictly speaking it's not necessary, could have omitted both this and the upper guiSetVisible, but this is needed if you want to cache a window without actually showing it
	else -- if we actually have run this function before and declared checkBoxWindow
		guiSetVisible(checkBoxWindow, not guiGetVisible(checkBoxWindow)) -- we just toggle the visibility. If it was visible, not visible returns false and thus sets it's visibility false, effectivly hiding it	
	end
	showCursor(not isCursorShowing()) -- similar to above visibility
end
addCommandHandler("guiwindow",cmdGUI) -- trigger cmdGUI function with this command

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