DgsCreateWindow: Difference between revisions

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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element dgsDxCreateWindow ( float x, float y, float width, float height, string titleBarText, bool relative[, int titlenamecolor = 0xFFFFFFFF, float titsize = 25, element titimg = nil, int titcolor = 0xC8141414, element bgimg = nil, int bgcolor = 0x96141414, float sidesize = 5, bool nooffbutton = false ] )
element dgsCreateWindow ( float x, float y, float width, float height, string text, bool relative[, int textColor = 0xFFFFFFFF, float titleHeight = 25, element titleImage = nil, int titleColor = 0xC8141414, element image = nil, int color = 0x96141414, float borderSize = 5, bool noCloseButton = false ] )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===
===Required Arguments===
[[Image:gui-window.png|frame|Example Window.]]
[[Image:Dx_6.PNG|frame|Example Dx Window.]]
*'''x:''' A float of the 2D x position of the window on a player's screen. This is affected by the ''relative'' argument.
*'''x:''' A float of the 2D x position of the window on a player's screen. This is affected by the ''relative'' argument.
*'''y:''' A float of the 2D y position of the window on a player's screen. This is affected by the ''relative'' argument.
*'''y:''' A float of the 2D y position of the window on a player's screen. This is affected by the ''relative'' argument.
*'''width:''' A float of the width of the window. This is affected by the ''relative'' argument.
*'''width:''' A float of the width of the window. This is affected by the ''relative'' argument.
*'''height:''' A float of the height of the window. This is affected by the ''relative'' argument.
*'''height:''' A float of the height of the 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.
*'''text:''' 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]].
*'''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]].


===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''titlenamecolor:''' An int of the color of the title text of the window.
*'''textColor:''' An int of the color of the title text of the window.
*'''titsize:''' A float of the height of the title of the window.
*'''titleHeight:''' A float of the height of the title of the window.
*'''titimg:''' A texture element of the background of the title of the window.
*'''titleImage:''' A texture element of the background of the title of the window.
*'''titcolor:''' An int of the color of the title of the window.
*'''titleColor:''' An int of the color of the title of the window.
*'''bgimg:''' A texture element of the background of the body of the window.
*'''image:''' A texture element of the background of the body of the window.
*'''bgcolor:''' An int of the background color of the body of the window.
*'''color:''' An int of the background color of the body of the window.
*'''sidesize:''' A float of the side of the window that affects window sizing.
*'''borderSize:''' A float of the side of the window that affects window sizing.
*'''nooffbutton :''' A bool of whether the window is created without close button.
*'''noCloseButton:''' A bool of whether the window is created without close button.


===Returns===
===Returns===
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==Example==  
==Example==  
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.
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.
<syntaxhighlight lang="lua" class="client">
<syntaxhighlight lang="lua">
DGS = exports.dgs --get exported functions from dgs
loadstring(exports.dgs:dgsImportFunction())()
 
--Setup some tables
--Setup some tables
shotguns = {
shotguns = {
       "chrome",
       "chrome",
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       -- getResourceRootElement(getThisResource()) at the bottom means it will only create the gui on this resource start
       -- 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".
       -- Create a window for our spawnscreen, with the title "Select your weapons".
       spawnScreenMenu = DGS:dgsDxCreateWindow ( 0.15, 0.33, 0.7, 0.34, "Select your weapons", true )
       spawnScreenMenu = dgsCreateWindow ( 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
       -- create an OK button to allow the user to confirm their selections, and attach it to the confirmSelection function
       spawnScreenOKButton = DGS:dgsDxCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
       spawnScreenOKButton = dgsCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
       -- ensure the user can't move or resize our spawnscreen.
       -- ensure the user can't move or resize our spawnscreen.
       DGS:dgsDxWindowSetMovable ( spawnScreenMenu, false )
       dgsWindowSetMovable ( spawnScreenMenu, false )
       DGS:dgsDxWindowSetSizable ( spawnScreenMenu, false )
       dgsWindowSetSizable ( spawnScreenMenu, false )
       -- create our gridlist, which fills up most of the window.
       -- create our gridlist, which fills up most of the window.
       spawnScreenGridList = DGS:dgsDxCreateGridList ( 0, 0.1, 1, 0.9, true, spawnScreenMenu )
       spawnScreenGridList = dgsCreateGridList ( 0, 0.1, 1, 0.9, true, spawnScreenMenu )
       -- Since we have 2 sets of weapons, create a column for shotguns and one for machine guns
       -- Since we have 2 sets of weapons, create a column for shotguns and one for machine guns
       DGS:dgsDxGridListAddColumn ( spawnScreenGridList, "Shotguns", 0.3 )
       dgsGridListAddColumn ( spawnScreenGridList, "Shotguns", 0.3 )
       DGS:dgsDxGridListAddColumn ( spawnScreenGridList, "Machine guns", 0.3 )
       dgsGridListAddColumn ( 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 = DGS:dgsDxGridListAddRow ( spawnScreenGridList )
             local row = dgsGridListAddRow ( spawnScreenGridList )
             -- next, we set that row's 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.
             DGS:dgsDxGridListSetItemText ( spawnScreenGridList, row, 1, weaponName )
             dgsGridListSetItemText ( spawnScreenGridList, row, 1, weaponName )
       end
       end
       -- we repeat the process for other weapon list, changing the column number
       -- we repeat the process for other weapon list, changing the column number
       row = 0
       row = 1
       for key,weaponName in pairs(machineGun) do
       for key,weaponName in pairs(machineGun) do
             -- we don't need to create new rows as that was done in the previous loop
             -- 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.
             -- we just set the row's text to the weapon name. Column is 2 since the "Machine guns" column was created second.
             DGS:dgsDxGridListSetItemText ( spawnScreenGridList, row, 2, weaponName )
             dgsGridListSetItemText ( spawnScreenGridList, row, 2, weaponName )
             row = row + 1 -- increase the row number
             row = row + 1 -- increase the row number
       end
       end
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==See Also==
==See Also==
{{DGSFUNCTIONS}}
{{DGSFUNCTIONS}}
[[ZH-CN:dgsDxCreateWindow]]
[[ZH-CN:dgsCreateWindow]]

Latest revision as of 15:14, 21 April 2021

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

Syntax

element dgsCreateWindow ( float x, float y, float width, float height, string text, bool relative[, int textColor = 0xFFFFFFFF, float titleHeight = 25, element titleImage = nil, int titleColor = 0xC8141414, element image = nil, int color = 0x96141414, float borderSize = 5, bool noCloseButton = false ] )

Required Arguments

Example Dx Window.
  • x: A float of the 2D x position of the window on a player's screen. This is affected by the relative argument.
  • y: A float of the 2D y position of the window on a player's screen. This is affected by the relative argument.
  • width: A float of the width of the window. This is affected by the relative argument.
  • height: A float of the height of the window. This is affected by the relative argument.
  • text: 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.

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.

  • textColor: An int of the color of the title text of the window.
  • titleHeight: A float of the height of the title of the window.
  • titleImage: A texture element of the background of the title of the window.
  • titleColor: An int of the color of the title of the window.
  • image: A texture element of the background of the body of the window.
  • color: An int of the background color of the body of the window.
  • borderSize: A float of the side of the window that affects window sizing.
  • noCloseButton: A bool of whether the window is created without close button.

Returns

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

Example

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.

loadstring(exports.dgs:dgsImportFunction())()

--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 = dgsCreateWindow ( 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 = dgsCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
      -- ensure the user can't move or resize our spawnscreen.
      dgsWindowSetMovable ( spawnScreenMenu, false )
      dgsWindowSetSizable ( spawnScreenMenu, false )
      -- create our gridlist, which fills up most of the window.
      spawnScreenGridList = dgsCreateGridList ( 0, 0.1, 1, 0.9, true, spawnScreenMenu )
      -- Since we have 2 sets of weapons, create a column for shotguns and one for machine guns
      dgsGridListAddColumn ( spawnScreenGridList, "Shotguns", 0.3 )
      dgsGridListAddColumn ( 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 = dgsGridListAddRow ( spawnScreenGridList )
            -- next, we set that row's text to the weapon name. Column is 1 since the "Shotguns" column was created first.
            dgsGridListSetItemText ( spawnScreenGridList, row, 1, weaponName )
      end
      -- we repeat the process for other weapon list, changing the column number
      row = 1
      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.
            dgsGridListSetItemText ( spawnScreenGridList, row, 2, weaponName )
            row = row + 1 -- increase the row number
      end
end
addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), setupWeaponSelection )

See Also

Custom Cursor Functions

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Memo

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Line

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