GuiCreateLabel: Difference between revisions

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__NOTOC__  
__NOTOC__  
{{Client function}}
{{Client function}}
[[Image:gui-label.png|frame|Example GUI label.]]
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This function is for creating a new GUI label.  A label is simply a piece of text that cannot be edited by the user. If you would like to have a bigger text you'd have to change its font because font size is not supported.
This function is for creating a new GUI label.  A label is simply a piece of text that cannot be edited by the user. If you would like to have a bigger text you'd have to change its font because font size is not supported.
 
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==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
element guiCreateLabel ( float x, float y, float width, float height, string text, bool relative, [element parent = nil] )
element guiCreateLabel ( float x, float y, float width, float height, string text, [ bool relative = false, gui-element parent = nil] )
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</syntaxhighlight>
{{OOP||[[Element/GUI/Text label|GuiLabel]]||}}


===Required Arguments===  
===Required Arguments===  
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*'''height:''' A float of the height of the GUI label. This is affected by the ''relative'' argument.
*'''height:''' A float of the height of the GUI label. This is affected by the ''relative'' argument.
*'''text:''' A string of the text that will be displayed by the label.
*'''text:''' A string of the text that will be displayed by the label.
*'''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===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''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:''' This is the parent that the gui label 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.
*'''parent:''' This is the parent that the gui label 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===
Returns an element of the created label if it was successfully created, false otherwise.
Returns an [[GUI_widgets|element]] of the created label if it was successfully created, false otherwise.


==Example==  
==Example==  
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==See Also==
==See Also==
{{GUI_functions}}
{{GUI_functions}}
[[ru:guiCreateLabel]]
{{GUI_events}}

Latest revision as of 08:10, 30 October 2023

Example GUI label.

This function is for creating a new GUI label. A label is simply a piece of text that cannot be edited by the user. If you would like to have a bigger text you'd have to change its font because font size is not supported.

Syntax

element guiCreateLabel ( float x, float y, float width, float height, string text, [ bool relative = false, gui-element parent = nil] )

OOP Syntax Help! I don't understand this!

Method: GuiLabel(...)


Required Arguments

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

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.

  • 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: This is the parent that the gui label 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 an element of the created label if it was successfully created, false otherwise.

Example

Example 1: This example creates a information window and adds two tabs to a "tabPanel" tabpanel, and adds some gui labels to each tab.

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 label. When an element is clicked, the label displays in the position of the element telling you what kind of element you have clicked. It hides after 5 seconds.

local myLabel = guiCreateLabel  ( 0, 0, 1, 1, "", true )

function addLabelOnClick ( button, state, absoluteX, absoluteY, worldX, worldY, worldZ, clickedElement )
        --if an element was clicked on screen
        if ( clickedElement ) then
                --retreive the element type
                local elementType = getElementType ( clickedElement )
                --change the label text to that element type
                guiSetText ( myLabel, elementType )
                --and place it in the position of where the element is
                guiSetPosition ( myLabel, absoluteX, absoluteY, false )
                --hide the text by passing an empty string 5 seconds later
                setTimer ( guiSetText, 5000, 1, myLabel, "" )
        end
end
addEventHandler ( "onClientClick", getRootElement(), addLabelOnClick )

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