61 ss <<
"[RoR|MessageBox] Showing a message box\n<MessageBox title> " << cfg.
mbc_title <<
"\n<MessageBox text> " << cfg.
mbc_text <<
"'";
64 ss <<
"\n<MessageBox button> '" << button.mbb_caption <<
"' (MsgType: " <<
MsgTypeToString(button.mbb_mq_message) <<
")";
69void MessageBoxDialog::Show(
const char* title,
const char* text,
bool allow_close,
const char* button1_text,
const char* button2_text)
69void MessageBoxDialog::Show(
const char* title,
const char* text,
bool allow_close,
const char* button1_text,
const char* button2_text) {
…}
103 ImGui::SetNextWindowPosCenter(ImGuiCond_Appearing);
118 if (ImGui::Checkbox(
_LC(
"MessageBox",
"Always ask"), &ask))
Central state/object manager and communications hub.
#define ROR_ASSERT(_EXPR)
void LOG(const char *msg)
Legacy alias - formerly a macro.
Game state manager and message-queue provider.
bool * m_close_handle
If nullptr, close button is hidden. Otherwise visible.
void DrawButton(MessageBoxButton const &button)
void Show(MessageBoxConfig const &cfg)
void RequestGuiCaptureKeyboard(bool val)
Pass true during frame to prevent input passing to application.
void PushMessage(Message m)
Doesn't guarantee order! Use ChainMessage() if order matters.
const char * MsgTypeToString(MsgType type)
void TRIGGER_EVENT_ASYNC(scriptEvents type, int arg1, int arg2ex=0, int arg3ex=0, int arg4ex=0, std::string arg5ex="", std::string arg6ex="", std::string arg7ex="", std::string arg8ex="")
Asynchronously (via MSG_SIM_SCRIPT_EVENT_TRIGGERED) invoke script function eventCallbackEx(),...
GUIManager * GetGuiManager()
GameContext * GetGameContext()
@ SE_GENERIC_MESSAGEBOX_CLICK
triggered when the user clicks on a message box button, the argument refers to the button pressed
float mbc_content_width
Parameter to ImGui::SetContentWidth() - hard limit on content size.
bool * mbc_close_handle
External close handle - not required for mbc_allow_close.
std::vector< MessageBoxButton > mbc_buttons
bool mbc_allow_close
Show close handle even if dbc_close_handle isn't set.
CVar * mbc_always_ask_conf
If set, displays classic checkbox "[x] Always ask".
Unified game event system - all requests and state changes are reported using a message.