GuiCreateGridList: Difference between revisions

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__NOTOC__  
__NOTOC__  
<!-- Describe in plain english what this function does. Don't go into details, just give an overview -->
This function creates a grid list GUI element.  These are menu's which are designed in lists and can have multiple columns. A good example of a gridlist element can be found in MTA's settings box, under ''Controls''.
This fake function is for use with blah & blah and does blahblahblabhalbhl


==Syntax==  
==Syntax==  
<!-- NOTE: don't use 'special' names for variable names, e.g. you shouldn't be writing things like 'player player, vehicle vehicle', instead write something like 'player thePlayer, vehicle vehicleToGetInto'. This is less confusing and prevents the syntax highlighting being odd -->
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element guiCreateGridList ( float x, float y, float width, float height, bool relative, element parent )
element guiCreateGridList ( float x, float y, float width, float height, bool relative, element parent )
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===Required Arguments===  
===Required Arguments===  
<!-- List each argument one per line. This should be the argument's name as in the argument list above, NOT the argument's data type -->
*'''x:''' A float of the 2D x position of the GUI gridlist on a player's screen. This is affected by the ''relative'' argument.
*'''X:''' description
*'''y:''' A float of the 2D y position of the GUI gridlist on a player's screen. This is affected by the ''relative'' argument.
*'''Y:''' description
*'''width:''' A float of the width of the GUI gridlist. This is affected by the ''relative'' argument.
*'''Width:''' description
*'''height:''' A float of the height of the GUI gridlist. This is affected by the ''relative'' argument.
*'''Height:''' description
*'''text:''' A string of the text that will be displayed by default in the edit box.
*'''Relative:''' description
*'''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.
*'''Parent:''' description


<!-- Only include this section below if there are optional arguments -->
<!-- Only include this section below if there are optional arguments -->
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===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''argumentName2:''' description
*'''parent:''' This is the parent that the gui button is attached to.  The ''relative'' argument must be true to use this. Sizes and positioning will be made relative to this parent.  If no parent is passed, the parent will become the screen - causing relative positioning and sizing according to screen positioning.
*'''argumentName3:''' description


===Returns===
===Returns===
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==Example==  
==Example==  
<!-- Explain what the example is in a single sentance -->
'''Example 1:'''This example creates a player list on the right of the screen and fills it
This example does...
<!-- 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 createPlayerList ()
blabhalbalhb --abababa
--Create the grid list element
--This line does this...
local playerList = guiCreateGridList ( 0.80, 0.10, 0.15, 0.60, true )
mooo
--Create a players column in the list
local column = guiGridListAddColumn( playerList, "Player", 0.85 )
if ( column ) then --If the column has been created, fill it with players
for id, player in ipairs(getElementsByType("player")) do
local row = guiGridListAddRow ( playerList )
guiGridListSetItemText ( playerList, row, column, getPlayerName ( player ), false, false )
end
end
end
</syntaxhighlight>
 
'''Example 2:''' This example creates a weapon selection screen, complete with a window, gridlist and a button. Users can select a handgun and an uzi. The window is not movable or sizable.
<syntaxhighlight lang="lua">
--Setup some tables
handguns = {
"colt45",
"deagle",
"silenced" }
 
uzis = {
"Uzi",
"MP5",
"Tec-9" }
 
function setupWeaponSelection ( resource )
if resource ~= getThisResource() then return end --if the resource started is not this one, dont bother creating the gui
---Create a window for our spawnscreen, with the title "Select your weaposn".
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
spawnScreenOKButton = guiCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
--ensure the user doesnt 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 )
--Since we have 3 sets of weapons to select, we create 3 new columns, one for handgun, uzi and heavy weapon.
guiGridListAddColumn ( spawnScreenGridList, "Handgun", 0.3 )
guiGridListAddColumn ( spawnScreenGridList, "Uzi", 0.3 )
-- next, we loop through our handguns table to add handgun items to the gridlist
local row = 0 --define a row variable, that increases by one every time.  Starts at 0 since rows begin from 0.
for key,weaponName in pairs(handguns) do
--add a new row to our gridlist each time
guiGridListAddRow ( spawnScreenGridList )
--next, we set that rows text to the weapon name.  Column is 1 since the "Handgun" column was created first.
guiGridListSetItemText ( spawnScreenGridList, row, 1, weaponName, false, false )
row = row + 1 --increase the row number
end
--we repeat the process for other weapon lists, changing the column number
row = 0
for key,weaponName in pairs(uzis) do
--we dont bother creating new rows, since we already have done that
--next, we set that rows text to the weapon name.  Column is 2 since the "Uzis" column was created second.
guiGridListSetItemText ( spawnScreenGridList, row, 2, weaponName, false, false )
row = row + 1 --increase the row number
end
end
addEventHandler ( "onClientResourceStart", getRootElement(), setupWeaponSelection )
</syntaxhighlight>
</syntaxhighlight>



Revision as of 14:01, 1 August 2007

This function creates a grid list GUI element. These are menu's which are designed in lists and can have multiple columns. A good example of a gridlist element can be found in MTA's settings box, under Controls.

Syntax

element guiCreateGridList ( float x, float y, float width, float height, bool relative, element parent )

Required Arguments

  • x: A float of the 2D x position of the GUI gridlist on a player's screen. This is affected by the relative argument.
  • y: A float of the 2D y position of the GUI gridlist on a player's screen. This is affected by the relative argument.
  • width: A float of the width of the GUI gridlist. This is affected by the relative argument.
  • height: A float of the height of the GUI gridlist. This is affected by the relative argument.
  • text: A string of the text that will be displayed by default in the edit box.
  • 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

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 gui button is attached to. The relative argument must be true to use this. Sizes and positioning will be made relative to this parent. If no parent is passed, the parent will become the screen - causing relative positioning and sizing according to screen positioning.

Returns

Returns true if blah, false otherwise.

Example

Example 1:This example creates a player list on the right of the screen and fills it

function createPlayerList ()
	--Create the grid list element
	local playerList = guiCreateGridList ( 0.80, 0.10, 0.15, 0.60, true )
	--Create a players column in the list
	local column = guiGridListAddColumn( playerList, "Player", 0.85 )
	if ( column ) then --If the column has been created, fill it with players
		for id, player in ipairs(getElementsByType("player")) do
			local row = guiGridListAddRow ( playerList )
			guiGridListSetItemText ( playerList, row, column, getPlayerName ( player ), false, false )
		end
	end
end

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

--Setup some tables
handguns = {
"colt45",
"deagle",
"silenced" }

uzis = {
"Uzi",
"MP5",
"Tec-9" }

function setupWeaponSelection ( resource )
	if resource ~= getThisResource() then return end --if the resource started is not this one, dont bother creating the gui
	---Create a window for our spawnscreen, with the title "Select your weaposn".
	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
	spawnScreenOKButton = guiCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu )
	--ensure the user doesnt 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 )
	--Since we have 3 sets of weapons to select, we create 3 new columns, one for handgun, uzi and heavy weapon.
	guiGridListAddColumn ( spawnScreenGridList, "Handgun", 0.3 )
	guiGridListAddColumn ( spawnScreenGridList, "Uzi", 0.3 )
	-- next, we loop through our handguns table to add handgun items to the gridlist
	local row = 0 --define a row variable, that increases by one every time.  Starts at 0 since rows begin from 0.
	for key,weaponName in pairs(handguns) do
		--add a new row to our gridlist each time
		guiGridListAddRow ( spawnScreenGridList )
		--next, we set that rows text to the weapon name.  Column is 1 since the "Handgun" column was created first.
		guiGridListSetItemText ( spawnScreenGridList, row, 1, weaponName, false, false )
		row = row + 1 --increase the row number
	end
	--we repeat the process for other weapon lists, changing the column number
	row = 0
	for key,weaponName in pairs(uzis) do
		--we dont bother creating new rows, since we already have done that
		--next, we set that rows text to the weapon name.  Column is 2 since the "Uzis" column was created second.
		guiGridListSetItemText ( spawnScreenGridList, row, 2, weaponName, false, false )
		row = row + 1 --increase the row number
	end
end
addEventHandler ( "onClientResourceStart", getRootElement(), 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