Creating A New Dialog

Now that we've spent some time going over the basics of the GUI Editor and have created a command button, we will create a brand new dialog for the users of your game to interact with. Then, in the section after this, we'll attach both the button we made above and the dialog we are about to make together to show you how these two separate GUI's come together to create a user interface.

To begin, open the GUI Editor and click on the File option on the menu bar at the top, as shown in Figure 32. In the dialog window that appears type "HelloWorld" in the GUI Name field and click the Create button, as shown in Figure 33.  Leaving the class as GuiControl is fine.  After doing so, you'll be presented with a new GUI editing screen, as in Figure 34.

Figure 32

 

Figure 33

 

Figure 34

 

You now have a blank screen to work with. The first thing to do is create a new GUI control that your user can interact with. Otherwise, we'll end up with all sorts of problems if we push this screen to the canvas and it has no controls.

Open the Control Palette and select the GuiWindowCtrl text, as shown in Figure 35.

Figure 35

 

Just like you did in The Basics section, you need to click on the text, keep the mouse button down, and drag the control onto your working area (Figure 36).  When the new control appears, drag and size it, so that it looks similar to the control in Figure 36. You want to make sure it is wide enough to display a title in the top bar.  It should also be tall enough and wide enough to hold another control that we will add shortly.

Figure 36

 

Now we’ll change some of the window’s properties.  With the window still selected, look at the GUI Inspector.  Enter the following information and edits to the properties:

Change the name to “myWindow” (*without the quotes*). Changes the GUIs name

Change the text to “Hello World!” (*without the quotes*). Changes the text displayed at the top of the window

Uncheck the canMinimize box.  Prevents user from minimizing, also removes the minimize button

Uncheck the canMaximize box.  Prevents user from maximizing, also removes the maximize button

 

Your window’s properties should look like Figure 37.  At this point, right click on the myWindow control in your working area.  The end result of your window after the edits will look like Figure 38.

 

Figure 37

 

Figure 38

 

Now that you've laid out how you want your dialog window control to look, it's time to place another control on the window. When we created this window control, it was a part of the canvas. Now, when we create another control, we want it to be a child of our window control, instead of the canvas itself. Making the new control a child of the dialog window we just created will force the new control to move around with window control.  If you’ll notice, we currently have a blue outline around myWindow indicating that it is currently set as the parent.  This happened when we right clicked on the object.  As long as it has the focus, any new controls we add in the GUI Editor will become a child of the dialog window control, thus inheriting its position, visibility, and other properties. See Figure 38 to view the outline.

 

With your window control still in focus, open the Control Palette.  Select GuiTextCtrl and drag it onto myWindow.  See Figure 39 for a visual reference of this step.  Don't worry about positioning the text control in the exact center of the dialog; we'll let the GUI Editor do this for us. With the text control still selected, look in the Inspector Dialog and set horizSizing and vertSizing both to "Center". Finally set the text field to whatever you like.  Here, we’ve used the phrase “I R GENIUS.”  Click Apply. See Figure 40 for details and Figure 41 for the final product.

Figure 39

 

Figure 40

 

Figure 41

 

 

Before we continue to the next section, you should save your new GUI, so that you can exit the GUI Editor without worrying about losing your work. To save your new control, click on File menu and choose the Save To File option (Figure 42).  When the file browser dialog appears, you need to navigate to the folder you keep your GUIs.  You generally need to know this before you save, but in this instance we’ll tell you were to put it.  Browse to the game’s game/ScriptsAndAssets/client/ui directory as shown in Figure 43. Type in "HelloWorld.gui" (no quotes), then hit save as shown in Figure 44.

Figure 42

Figure 43

Figure 44

 

Now that your new GUI is saved, exit the GUI Editor by hitting F10, and then shut down the TGEA Application.  We have to do a small amount of script work to tie this all together.  Go to the Finishing Up section now to close out the tutorial.