DgsCreateTabPanel: Difference between revisions

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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element dgsDxCreateTabPanel( float x, float y, float width, float height, bool relative, [ element parent = nil, element tabheight = 20, defbgcolor = 0xB400000000])
element dgsDxCreateTabPanel( float x, float y, float width, float height, bool relative, [ element parent = nil, element tabheight = 20, defbgcolor = 0xB4000000])
</syntaxhighlight>
</syntaxhighlight>



Revision as of 14:28, 2 November 2017

This function allows creation of a DGS Tab Panel.

Syntax

element dgsDxCreateTabPanel( float x, float y, float width, float height, bool relative, [ element parent = nil, element tabheight = 20, defbgcolor = 0xB4000000])
Example DGS Tab Panel.

Required Arguments

  • x: A float of the 2D x position of the DGS Tab Panel on a player's screen. This is affected by the relative argument.
  • y: A float of the 2D y position of the DGS Tab Panel on a player's screen. This is affected by the relative argument.
  • width: A float of the width of the DGS Tab Panel. This is affected by the relative argument.
  • height: A float of the height of the DGS Tab Panel. This is affected by the relative argument. Note: height must be enough to fit the drop down menu, else the drop down won't appear.
  • 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 relative to the parent.

Optional Arguments

  • parent: This is the parent that the DGS Panel is attached to.
  • tabheight: It's the Height of your tabs, Default is 20.
  • defbcolor: It's the Color of the backround.

Example

This example creates tab panel with a BindKey which is F2

DGS = exports.dgs
matable = {}
matable.tab = DGS:dgsDxCreateTabPanel (0.22, 0.19, 0.56, 0.63,true)
matable.tab1 = DGS:dgsDxCreateTab("Main",matable.tab)
matable.tab2 = DGS:dgsDxCreateTab("Rules",matable.tab)
matable.tab3 = DGS:dgsDxCreateTab("FAQ",matable.tab)
matable.tab4 = DGS:dgsDxCreateTab("About Us",matable.tab)





function guiToggleVisible ( )        
        if ( DGS:dgsDxGUIGetVisible (matable.tab) == true ) then -- check if the dgs element is visible               
                DGS:dgsDxGUISetVisible (matable.tab, false ) -- if it is, we hide it
		showCursor(false)
		print("works2")
        else              
                DGS:dgsDxGUISetVisible (matable.tab, true ) -- if not, we make it visible
		showCursor(true)
		print("works3")
        end
end

bindKey ( "F2", "down", guiToggleVisible ) --bind the player's F2 to the function guiToggleVisible

Example Create by :Ridden

See Also

Custom Cursor Functions

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