TR/guiCreateWindow: Difference between revisions
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Bu işlev, yeni bir GUI penceresi oluşturmak içindir. Bu, içinde oluşturulacak diğer GUI öğeleri için bir temel sağlar. Ancak, pencerelerin bir üst öğesi yoktur ve herhangi bir GUI öğesinde oluşturulamaz. | |||
==Syntax== | ==Syntax== |
Revision as of 20:29, 9 August 2021
Bu işlev, yeni bir GUI penceresi oluşturmak içindir. Bu, içinde oluşturulacak diğer GUI öğeleri için bir temel sağlar. Ancak, pencerelerin bir üst öğesi yoktur ve herhangi bir GUI öğesinde oluşturulamaz.
Syntax
element guiCreateWindow ( float x, float y, float width, float height, string titleBarText, bool relative )
OOP Syntax Help! I don't understand this!
- Method: GuiWindow(...)
Required Arguments
- x: A float of the 2D x position of the GUI window on a player's screen. This is affected by the relative argument.
- y: A float of the 2D y position of the GUI window on a player's screen. This is affected by the relative argument.
- width: A float of the width of the GUI window. This is affected by the relative argument.
- height: A float of the height of the GUI 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.
- 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.
Returns
Returns a gui window element if it was created successfully, false otherwise.
Example
Example 1: This example creates a information window and adds two tabs to a "tabPanel" tabpanel, and adds some other gui elements to it.
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 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.
--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 = guiCreateWindow ( 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 = guiCreateButton ( 0.4, 0.85, 0.20, 0.15, "OK", true, spawnScreenMenu ) -- ensure the user can't 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 ) guiGridListSetSelectionMode ( spawnScreenGridList, 2 ) -- ensure the selection mode is one per column -- Since we have 2 sets of weapons, create a column for shotguns and one for machine guns guiGridListAddColumn ( spawnScreenGridList, "Shotguns", 0.3 ) guiGridListAddColumn ( 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 = guiGridListAddRow ( spawnScreenGridList ) -- next, we set that row's text to the weapon name. Column is 1 since the "Shotguns" column was created first. guiGridListSetItemText ( spawnScreenGridList, row, 1, weaponName, false, false ) end -- we repeat the process for other weapon list, changing the column number row = 0 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. guiGridListSetItemText ( spawnScreenGridList, row, 2, weaponName, false, false ) row = row + 1 -- increase the row number end end addEventHandler ( "onClientResourceStart", getResourceRootElement(getThisResource()), setupWeaponSelection )
See Also
General functions
- guiBringToFront
- getChatboxLayout
- getChatboxCharacterLimit
- guiCreateFont
- guiBlur
- guiFocus
- guiGetAlpha
- guiGetCursorType
- guiGetEnabled
- guiGetFont
- guiGetInputEnabled
- guiGetInputMode
- guiGetPosition
- guiGetProperties
- guiGetProperty
- guiGetScreenSize
- guiGetSize
- guiGetText
- guiGetVisible
- guiMoveToBack
- guiSetAlpha
- guiSetEnabled
- guiSetFont
- guiSetInputEnabled
- guiSetInputMode
- guiSetPosition
- guiSetProperty
- guiSetSize
- guiSetText
- guiSetVisible
- isChatBoxInputActive
- isConsoleActive
- isDebugViewActive
- isMainMenuActive
- isMTAWindowActive
- isTransferBoxActive
- setChatboxCharacterLimit
- setDebugViewActive
Browsers
Buttons
Checkboxes
Comboboxes
- guiCreateComboBox
- guiComboBoxAddItem
- guiComboBoxClear
- guiComboBoxGetItemCount
- guiComboBoxGetItemText
- guiComboBoxGetSelected
- guiComboBoxIsOpen
- guiComboBoxRemoveItem
- guiComboBoxSetItemText
- guiComboBoxSetOpen
- guiComboBoxSetSelected
Edit Boxes
- guiCreateEdit
- guiEditGetCaretIndex
- guiEditGetMaxLength
- guiEditIsMasked
- guiEditIsReadOnly
- guiEditSetCaretIndex
- guiEditSetMasked
- guiEditSetMaxLength
- guiEditSetReadOnly
Gridlists
- guiCreateGridList
- guiGridListAddColumn
- guiGridListAddRow
- guiGridListAutoSizeColumn
- guiGridListClear
- guiGridListGetColumnCount
- guiGridListGetColumnTitle
- guiGridListGetColumnWidth
- guiGridListGetHorizontalScrollPosition
- guiGridListGetItemColor
- guiGridListGetItemData
- guiGridListGetItemText
- guiGridListGetRowCount
- guiGridListGetSelectedCount
- guiGridListGetSelectedItem
- guiGridListGetSelectedItems
- guiGridListGetSelectionMode
- guiGridListIsSortingEnabled
- guiGridListGetVerticalScrollPosition
- guiGridListInsertRowAfter
- guiGridListRemoveColumn
- guiGridListRemoveRow
- guiGridListSetColumnTitle
- guiGridListSetColumnWidth
- guiGridListSetHorizontalScrollPosition
- guiGridListSetItemColor
- guiGridListSetItemData
- guiGridListSetItemText
- guiGridListSetScrollBars
- guiGridListSetSelectedItem
- guiGridListSetSelectionMode
- guiGridListSetSortingEnabled
- guiGridListSetVerticalScrollPosition
Memos
- guiCreateMemo
- guiMemoGetCaretIndex
- guiMemoGetVerticalScrollPosition
- guiMemoSetVerticalScrollPosition
- guiMemoIsReadOnly
- guiMemoSetCaretIndex
- guiMemoSetReadOnly
Progressbars
Radio Buttons
Scrollbars
Scrollpanes
- guiCreateScrollPane
- guiScrollPaneGetHorizontalScrollPosition
- guiScrollPaneGetVerticalScrollPosition
- guiScrollPaneSetHorizontalScrollPosition
- guiScrollPaneSetScrollBars
- guiScrollPaneSetVerticalScrollPosition
Static Images
Tab Panels
Tabs
Text Labels
- guiCreateLabel
- guiLabelGetColor
- guiLabelGetFontHeight
- guiLabelGetTextExtent
- guiLabelSetColor
- guiLabelSetHorizontalAlign
- guiLabelSetVerticalAlign
Windows
Input
GUI
- onClientGUIAccepted
- onClientGUIBlur
- onClientGUIChanged
- onClientGUIClick
- onClientGUIComboBoxAccepted
- onClientGUIDoubleClick
- onClientGUIFocus
- onClientGUIMouseDown
- onClientGUIMouseUp
- onClientGUIMove
- onClientGUIScroll
- onClientGUISize
- onClientGUITabSwitched
- onClientMouseEnter
- onClientMouseLeave
- onClientMouseMove
- onClientMouseWheel