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ListBox
ListBox is a subclass of GUIControl and therefore inherits all GUIControl's functions and properties in addition to its own, which are listed below.
(Formerly known as ListBoxAdd, which is now obsolete)
ListBox.AddItem(string newitem)
Adds NEWITEM to the specified list box. The item will be appended to the end of the list.
NOTE: List boxes have a limit of 200 items. If you try to add more than that, this function will return false and the item will not be added.
Example:
String input = txtUserInput.Text;
lstChoices.AddItem(input);
will take the input from the user and add it to the listbox.
See Also: ListBox.Clear, ListBox.FillDirList, ListBox.InsertItemAt, ListBox.Items, ListBox.RemoveItem
(Formerly known as ListBoxClear, which is now obsolete)
ListBox.Clear()
Removes all items from the specified list box.
Example:
lstNoteBook.Clear();
will remove all the items from listbox lstNoteBook.
See Also: ListBox.AddItem
(Formerly known as ListBoxDirList, which is now obsolete)
ListBox.FillDirList(string filemask)
Fills the list box with a list of filenames matching FILEMASK in the current directory. This could be useful if you have various data files and the player can choose which one to load.
FILEMASK is a standard Windows search expression such as "*.dat"
or
"data*.*"
When specifying file path you may use special location tags:
$INSTALLDIR$
, which allows you to explicitly access files in the game
installation directory.
$SAVEGAMEDIR$
, which allows you to access files in the save game
directory.
$APPDATADIR$
, which allows you to access files to a folder on the
system which is accessible by and shared by all users.
Example:
lstSaveGames.FillDirList("agssave.*");
will fill the listbox with the list of the saved games. Note that actually for this task you would use FillSaveGameList instead.
See Also: ListBox.AddItem, ListBox.Clear, ListBox.FillSaveGameList
(Formerly known as ListBoxSaveGameList, which is now obsolete)
ListBox.FillSaveGameList()
Fills the specified listbox with the save game list, sorted correctly with the most recent game at the top of the list.
The SaveGameSlots property is updated to contain the save game slot number for each index in the list, so that you can do:
int index = lstSaveGames.SelectedIndex;
RestoreGameSlot(lstSaveGames.SaveGameSlots[index]);
NOTE: The save game list can only hold 50 save games. If ListBox.ItemCount returns 50 and you are doing a Save dialog box, you may want to make the user replace an existing file rather than saving a new one. Additionally, it can only list Save Game Slots from 0 to 99, this allows using slots of higher number for other purposes.
Example:
lstSaveGames.FillSaveGameList();
will fill listbox lstSaveGames with the list of the saved games.
See Also: ListBox.FillDirList, ListBox.ItemCount, ListBox.SaveGameSlots, ListBox.SelectedIndex
ListBox.GetItemAtLocation(int x, int y)
Determines which item in the list box is at the screen co-ordinates (X,Y). This allows you to find out which item the mouse is hovering over, for instance.
Returns the item index (where the first item is 0), or -1 if the specified co-ordinates are not over any item or are outside the list box.
Example:
int index = lstOptions.GetItemAtLocation(mouse.x, mouse.y);
if (index < 0) {
Display("The mouse is not over an item!");
}
else {
String selectedItem = lstOptions.Items[index];
Display("The mouse is over item '%s'.", selectedItem);
}
will display the item text that the mouse is currently hovering over.
See Also: ListBox.SelectedIndex
ListBox.InsertItemAt(int index, string newitem)
Inserts NEWITEM into the specified list box. The item will be inserted before the specified index.
Listbox indexes go from 0 (the first item) to ItemCount - 1 (the last item). The new item will be inserted before the index you specify.
NOTE: List boxes have a limit of 200 items. If you try to add more than that, this function will return false and the item will not be added.
Example:
lstChoices.AddItem("First item");
lstChoices.AddItem("Second item");
lstChoices.InsertItemAt(1, "Third item");
will insert the Third Item in between the First and Second items.
See Also: ListBox.AddItem, ListBox.RemoveItem
(Formerly known as ListBoxRemove, which is now obsolete)
ListBox.RemoveItem(int item)
Removes ITEM from the specified list box. ITEM is the list index of the item to remove, starting with 0 for the top item.
If you want to remove all items from the list, then use ListBox.Clear instead.
NOTE: Calling this function causes other items in the list to get re-numbered, so make sure you don't keep around any references from ListBox.SelectedIndex and related functions while using this command.
Example:
lstTest.AddItem("First item");
lstTest.AddItem("Second item");
lstTest.RemoveItem(0);
the list box will now just contain "Second item".
See Also: ListBox.Clear, ListBox.FillDirList
ListBox.ScrollDown()
Scrolls the list box down one row. If it is already at the bottom, nothing happens.
Example:
lstTest.ScrollDown();
will scroll the lstTest list box down one row.
See Also: ListBox.ScrollUp
ListBox.ScrollUp()
Scrolls the list box up one row. If it is already at the top, nothing happens.
Example:
lstTest.ScrollUp();
will scroll the lstTest list box up one row.
See Also: ListBox.ScrollDown
FontType ListBox.Font
Gets/sets the font used by the specified list box.
Example:
lstSaveGames.Font = eFontSpeech;
will change the lstSaveGames list box to use Font "Speech".
See Also: Label.Font, TextBox.Text
This property is obsolete since AGS 3.5.0. Use ListBox.ShowBorder instead.
bool ListBox.HideBorder
Gets/sets whether the list box's border is hidden.
This property is obsolete since AGS 3.5.0. Use ListBox.ShowScrollArrows instead.
bool ListBox.HideScrollArrows
Gets/sets whether the built-in up/down scroll arrows are hidden.
(Formerly known as ListBoxGetNumItems, which is now obsolete)
readonly int ListBox.ItemCount
Gets the number of items in the specified listbox. Valid item indexes range from 0 to (numItems - 1).
This property is read-only. To change the item count, use the AddItem and RemoveItem methods.
Example:
int saves = lstSaveGames.ItemCount;
will pass the number of saved games to the int saves.
See Also: ListBox.Items
(Formerly known as ListBoxGetItemText, which is now obsolete)
(Formerly known as ListBox.GetItemText, which is now obsolete)
(Formerly known as ListBox.SetItemText, which is now obsolete)
String ListBox.Items[index]
Gets/sets the text of the list box item at INDEX.
List box items are numbered starting from 0, so the first item is 0, the second is 1, and so on. The highest allowable index is ItemCount minus 1.
If you want to add a new item to the listbox, use the ListBox.AddItem method.
Example:
String selectedItemText = lstOptions.Items[lstOptions.SelectedIndex];
will get the text of the selected item in the list box.
See Also: ListBox.SelectedIndex, ListBox.ItemCount, ListBox.AddItem
readonly int ListBox.RowCount
Gets the number of rows that can be shown within the list box. This depends on the size of the list box, and does not depend on how many items are actually stored in the list box.
This property is read-only. To change the row count, adjust the height of the list box.
Example:
Display("You can currently see %d items from the listbox's contents", lstSaveGames.RowCount);
will display the number of rows that the listbox can display.
See Also: ListBox.ItemCount, ListBox.ScrollDown, ListBox.ScrollUp
(Formerly known as global array savegameindex, which is now obsolete)
readonly int ListBox.SaveGameSlots[];
Contains the corresponding save game slot for each item in the list.
This is necessary because the FillSaveGameList command sorts the list of save games to put the most recent first. Therefore, you can use this array to map the list box indexes back to the corresponding save game slot.
NOTE: You must use the FillSaveGameList command in order to populate this array.
Example:
int index = lstSaveGames.SelectedIndex;
RestoreGameSlot(lstSaveGames.SaveGameSlots[index]);
will restore the currently selected game in the list, assuming FillSaveGameList had been used previously.
See Also: ListBox.FillSaveGameList, ListBox.SelectedIndex
int ListBox.SelectedBackColor
Gets/sets the fill color of the selection rectangle drawn around the selected item.
Example:
lstSaveGames.SelectedBackColor = Game.GetColorFromRGB(0, 148, 255);
Compatibility: Supported by AGS 3.5.0 and later versions.
See Also: ListBox.Font, ListBox.SelectedTextColor, ListBox.TextColor
(Formerly known as ListBoxGetSelected, which is now obsolete)
(Formerly known as ListBoxSetSelected, which is now obsolete)
int ListBox.SelectedIndex
Gets/sets the index into the list of the currently selected item. The first item is 0, second is 1, and so on. If no item is selected, this is set to -1.
You can set this to -1 to remove the highlight (i.e. un-select all items).
Example:
String selectedText = lstOptions.Items[lstOptions.SelectedIndex];
will get the text of the selected item in the listbox.
int ListBox.SelectedTextColor
Gets/sets the text color used for the selected item.
Example:
lstSaveGames.SelectedTextColor = Game.GetColorFromRGB(255, 255, 80);
Compatibility: Supported by AGS 3.5.0 and later versions.
See Also: ListBox.Font, ListBox.SelectedTextColor, ListBox.TextColor
(Formerly known as ListBox.HideBorder, which is now obsolete)
bool ListBox.ShowBorder
Gets/sets whether the list box's border is shown.
Border is drawn using color from TextColor property.
Note that hiding the border will also implicitly hide the up/down scroll arrows for the list box.
Compatibility: Supported by AGS 3.5.0 and later versions.
See Also: ListBox.ShowScrollArrows, ListBox.TextColor
(Formerly known as ListBox.HideScrollArrows, which is now obsolete)
bool ListBox.ShowScrollArrows
Gets/sets whether the built-in up/down scroll arrows are shown.
Arrows are drawn using color from TextColor property.
Because the overall appearance of the scroll arrows is not customizable, you may wish to use this to hide them and provide your own arrows using GUI Button controls.
NOTE: If the list box's "Show Border" setting is disabled, then the scroll arrows will also be hidden, since "Show Border" supersedes "Show Scroll Arrows". You only need to use this ShowScrollArrows property if you want the border to be shown but the arrows hidden.
Compatibility: Supported by AGS 3.5.0 and later versions.
See Also: ListBox.ShowBorder, ListBox.TextColor
HorizontalAlignment ListBox.TextAlignment
Gets/sets the way a text is aligned inside an item's rectangle. Currently only horizontal alignment is supported, that is: eAlignLeft, eAlignCenter and eAlignRight.
Compatibility: Supported by AGS 3.5.0 and later versions.
See Also: Standard Enumerated Types, ListBox.Font, ListBox.SelectedBackColor, ListBox.SelectedTextColor
int ListBox.TextColor
Gets/sets the text color used by default, that is - for the non-selected items. Note that the same color is also used for the listbox's border and and scroll arrows.
Example:
lstSaveGames.TextColor = Game.GetColorFromRGB(80, 80, 200);
Compatibility: Supported by AGS 3.5.0 and later versions.
See Also: ListBox.Font, ListBox.SelectedBackColor, ListBox.SelectedTextColor, ListBox.ShowBorder, ListBox.ShowScrollArrows
(Formerly known as ListBoxSetTopItem, which is now obsolete)
int ListBox.TopItem
Gets/sets the top item in the list box. The top item is the first item that is visible within the list box, so changing this effectively scrolls the list up and down.
Indexes for TopItem start from 0 for the first item in the list.
Example:
lstSaveGames.TopItem = 0;
will automatically scroll listbox lstSaveGames back to the top of the list.
bool ListBox.Translated
Gets/sets whether the list box's items are translated to the selected game language at runtime.
Compatibility: Supported by AGS 3.3.0 and later versions.
Getting Started in AGS
Editor Reference
- Music and sound
- Distributing your game
- Backing up your game
- The text parser
- Translations
- Global variables
- Custom Properties
- Plugins
- Lip sync
- New Game templates
- Debugging features
- Auto-number speech files
- Integration with Windows
- Source Control integration
Engine
Scripting
- Scripting tutorial part 1
- Scripting tutorial part 2
- Pointers in AGS
- Calling global functions from local scripts
- The script header
- String formatting
- Multiple Scripts
- Understanding blocking scripts
- Dynamic Arrays
- Extender functions
- Game variables
- Predefined global script functions
- repeatedly_execute (_always)
- Custom dialog options rendering
- Built-in enumerated types
- Script language keywords
- AudioChannel functions and properties
- AudioClip functions and properties
- Character functions and properties
- DateTime functions and properties
- Dialog functions and properties
- DialogOptionsRenderingInfo functions and properties
- DrawingSurface functions and properties
- DynamicSprite functions and properties
- File functions and properties
- Game / Global functions
- GUI functions and properties
- GUI control functions and properties
- GUI Button functions and properties
- GUI InvWindow functions and properties
- GUI Label functions and properties
- GUI List Box functions and properties
- GUI Slider properties
- GUI Text Box functions and properties
- Hotspot functions and properties
- Inventory item functions and properties
- Maths functions and properties
- Mouse functions and properties
- Multimedia functions
- Object functions and properties
- Overlay functions and properties
- Palette functions
- Parser functions
- Region functions and properties
- Room functions
- Screen functions
- Speech functions and properties
- String functions
- System functions and properties
- Text display / Speech functions
- ViewFrame functions and properties
Working on Legacy games
Upgrading from a previous version
- Upgrading to AGS 2.7
- Upgrading to AGS 2.71
- Upgrading to AGS 3.0
- Upgrading to AGS 3.1
- Upgrading to AGS 3.2
- Upgrading to AGS 3.3
- Upgrading to AGS 3.3.5
- Upgrading to AGS 3.4
- Upgrading to AGS 3.4.1
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