Gui questions (GuiMessageVectorCtrl, GuiTextListCtrl, etc)
by John Klimek · in Torque Game Builder · 02/27/2006 (8:39 am) · 3 replies
I'm trying to create an in-game chat Gui so I took at look at "ChatGui" that was included in T2D 1.1 and it used the following two Gui components:
GuiMessageVectorCtrl (used for displaying chat messages?)
GuiTextListCtrl (used for displaying names of people in-chat)
How do I use these components? Does any documentation/tutorials exist? I've search GarageGames and the TDN but can't seem to find anything...
Also, T2D 1.1 includes a pre-built Gui called "MessageBoxOKCancelDlg" which has a Command setting of "MessageCallback(MessageBoxOKCancelDlg,MessageBoxOKCancelDlg.callback);"
How does that work? Can I use this pre-built dialog as a generic-purpose Ok/Cancel dialog? If so, how do I use it? (I'm assuming MessageBoxYesNoDlg will work the same way)
I'm very sorry to everybody for all of my questions. I always search the forums on here as well as the TDN before asking, but it seems like a lot of documentation just doesn't exist... (which is OK since it's an early adopters release, but it leads to me asking a ton of questions and bothering everybody....)
Thanks for any help!
GuiMessageVectorCtrl (used for displaying chat messages?)
GuiTextListCtrl (used for displaying names of people in-chat)
How do I use these components? Does any documentation/tutorials exist? I've search GarageGames and the TDN but can't seem to find anything...
Also, T2D 1.1 includes a pre-built Gui called "MessageBoxOKCancelDlg" which has a Command setting of "MessageCallback(MessageBoxOKCancelDlg,MessageBoxOKCancelDlg.callback);"
How does that work? Can I use this pre-built dialog as a generic-purpose Ok/Cancel dialog? If so, how do I use it? (I'm assuming MessageBoxYesNoDlg will work the same way)
I'm very sorry to everybody for all of my questions. I always search the forums on here as well as the TDN before asking, but it seems like a lot of documentation just doesn't exist... (which is OK since it's an early adopters release, but it leads to me asking a ton of questions and bothering everybody....)
Thanks for any help!
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#2
How nice!
Thanks!
(I'm still confused on GuiTextListCtrl, but I think I may have figured out GuiMessageVectorCtrl)
02/27/2006 (8:56 am)
Ahh! There are functions for the message dialogs in \common\gui\messageBox.cs.How nice!
Thanks!
(I'm still confused on GuiTextListCtrl, but I think I may have figured out GuiMessageVectorCtrl)
#3
That will give you an enitre function list for that control, from there you can usually test these functions fairly easily and figure things out :)
A peice of advice, its usually best to create a test list inside of a Scroll Control :).
02/27/2006 (9:19 am)
The easiest way to figure a GUI control out (at least that I've found from previous experience), is to create it in the GUI Editor, give it a name, like "testList", and then go to the console and type "testList.dump();".That will give you an enitre function list for that control, from there you can usually test these functions fairly easily and figure things out :)
A peice of advice, its usually best to create a test list inside of a Scroll Control :).
Torque Owner David Barr
Viola Interactive Ltd
The MessageBoxYesNoDlg is quite straightforward to use :-
Quit Game is the message box title text
Exit form this game is the question in the box
disconnect(); is the function called is yes is clicked (always remember the semicolon)
teh cancel command in the example is left blank ""