UI (functions)/Choice Menu
SetChoiceLoc
Sets the position of the choices for a question dialog.
Arguments
ResetChoiceLoc
Sets the position of the choices for a question dialog back to default.
ChoiceMenuYesNo
Ask a question answered by yes or no via character dialogue to the player. UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called.
The Yes/No menu returns 1 for yes, and 0 for no.
Argument order is UI:ChoiceMenuYesNo(message, defaultWhenNo, callbacks).
Arguments
| Name | Type | Technical Type | Purpose |
|---|---|---|---|
| message | String | System.String
|
Question to be asked to the user. |
| defaultWhenNo | Boolean | System.Boolean
|
Whether the cursor starts on no by default |
| callbacks | Lua Table | NLua.LuaTable
|
The Lua table of callbacks for the textbox to call. |
BeginChoiceMenu
Marks the start of a multi-choice menu.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called. Argument order is UI:BeginChoiceMenu().
Arguments
| Name | Type | Technical Type | Purpose |
|---|---|---|---|
| msg | String | System.String
|
The question to ask the user. |
| choices | LuaTable | NLua.LuaTable
|
A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status. |
| defaultChoice | Object | System.Object
|
The cursor starts on this choice |
| cancelChoice | Object | System.Object
|
This choice is chosen if the player presses the cancel button. |
| callbacks | LuaTable | NLua.LuaTable
|
The Lua table of callbacks for the textbox to call. |
BeginMultiPageMenu
Marks the start of a multi-paged choice menu.
UI:WaitForChoice() must be called afterwards for the menu to be actually displayed, and for execution to suspend until the choice is returned.
Then to recover the integer value indicating the result of the menu, UI:ChoiceResult() must be called. Argument order is UI:().
Arguments
| Name | Type | Technical Type | Purpose |
|---|---|---|---|
| x | Integer | System.Int32
|
X position of the menu |
| y | Integer | System.Int32
|
Y position of the menu |
| width | Integer | System.Int32
|
Width of the menu |
| title | String | System.String
|
Height of the menu |
| choices | LuaTable | NLua.LuaTable
|
A table of choices. Each choice can be either a string, or { string, bool } representing the text and enabled status. |
| linesPerPage | Integer | System.Int32
|
Number of choices per page |
| defaultChoice | Object | System.Object
|
The cursor starts on this choice. |
| cancelChoice | Object | System.Object
|
This choice is chosen if the player presses the cancel |
ChoiceResult
Get the result of the last choice menu
Returns
The result of the choice
GetChoiceAction
undocumented
WaitForChoice
Displays the currently set choice menu and waits for the player's selection to complete.
Example
WaitForChoice()
__WaitForChoice
Wait for choice and then CLEAN UP m_curchoice
