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OnDialogResponse
Description
This callback is called when a player responds to a dialog shown using ShowPlayerDialog. The response can be by clicking a button, pressing ENTER/ESC, or double-clicking a list item (in the case of a list-style dialog).
Name | Description |
---|---|
playerid | The ID of the player who responded to the dialog. |
dialogid | The ID of the dialog the player responded to, as assigned in ShowPlayerDialog. |
response | 1 for the left button, and 0 for the right button (if only one button is shown, it will always be 1) |
listitem | The ID of the list item selected by the player (starts at 0). For non-list dialogs, it will be -1. |
inputtext[] | The text entered in the input box by the player, or the selected list item text. |
Returns
This callback is always called first in filterscripts. Returning 1 blocks other filterscripts from processing it.
Examples
DIALOG_STYLE_MSGBOX
// Define the dialog ID for handling responses
#define DIALOG_RULES 1
// In some command
ShowPlayerDialog(playerid, DIALOG_RULES, DIALOG_STYLE_MSGBOX, "Server Rules", "- No Cheating\n- No Spamming\n- Respect Admins\n\nDo you agree to these rules?", "Yes", "No");
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if (dialogid == DIALOG_RULES)
{
if (response) // If the left button was pressed or ENTER was pressed
{
SendClientMessage(playerid, COLOR_GREEN, "Thank you for agreeing to the server rules!");
}
else // ESC was pressed or the right button was pressed
{
Kick(playerid);
}
return 1; // Return 1 to indicate the dialog was handled.
}
return 0; // Return 0 for unhandled dialogs.
}
DIALOG_STYLE_INPUT
#define DIALOG_LOGIN 2
// In some command
ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if (dialogid == DIALOG_LOGIN)
{
if (!response) // ESC was pressed or the right button was pressed
{
Kick(playerid);
}
else // ESC was pressed or the right button was pressed
{
if (CheckPassword(playerid, inputtext))
{
SendClientMessage(playerid, COLOR_RED, "You are now logged in!");
}
else
{
SendClientMessage(playerid, COLOR_RED, "LOGIN FAILED.");
// Re-show the login dialog
ShowPlayerDialog(playerid, DIALOG_LOGIN, DIALOG_STYLE_INPUT, "Login", "Please enter your password:", "Login", "Cancel");
}
}
return 1; // Return 1 to indicate the dialog was handled.
}
return 0; // Return 0 for unhandled dialogs.
}
DIALOG_STYLE_LIST
#define DIALOG_WEAPONS 3
// In some command
ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_LIST, "Weapons", "Desert Eagle\nAK-47\nCombat Shotgun", "Select", "Close");
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if (dialogid == DIALOG_WEAPONS)
{
if (response) // The right button was clicked or an item was double-clicked.
{
// Give the player the selected weapon.
switch (listitem)
{
case 0:
{
GivePlayerWeapon(playerid, WEAPON_DEAGLE, 14); // Give the player a desert eagle.
}
case 1:
{
GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Give the player an AK-47.
}
case 2:
{
GivePlayerWeapon(playerid, WEAPON_SHOTGSPA, 28); // Give the player a Combat Shotgun.
}
}
}
return 1; // Return 1 to indicate the dialog was handled.
}
return 0; // Return 0 for unhandled dialogs.
}
DIALOG_STYLE_TABLIST
#define DIALOG_WEAPONS 3
// In some command
ShowPlayerDialog(playerid, DIALOG_WEAPONS, DIALOG_STYLE_TABLIST, "Weapons",
"Weapon\tAmmo\tPrice\n\
M4\t120\t500\n\
MP5\t90\t350\n\
AK-47\t120\t400",
"Select", "Close");
public OnDialogResponse(playerid, dialogid, response, listitem, inputtext[])
{
if (dialogid == DIALOG_WEAPONS)
{
if (response) // If they clicked 'Select' or double-clicked a weapon
{
// Give them the weapon
switch (listitem)
{
case 0:
{
GivePlayerWeapon(playerid, WEAPON_M4, 120); // Give them an M4
}
case 1:
{
GivePlayerWeapon(playerid, WEAPON_MP5, 90); // Give them an MP5
}
case 2:
{
GivePlayerWeapon(playerid, WEAPON_AK47, 120); // Give them an AK-47
}
}
}
return 1; // We handled a dialog, so return 1. Just like OnPlayerCommandText.
}
return 0; // You MUST return 0 here! Just like OnPlayerCommandText.
}
Notes
tip
The parameters can have different values depending on the dialog's style. (Click here for more examples).
tip
Using a switch-case statement instead of if blocks is an appropriate method for handling multiple dialogs.
warning
A player's dialog doesn't automatically close when the gamemode restarts.
If a player responds to a dialog after the server was restarted, the server will print the warning: "Warning: PlayerDialogResponse PlayerId: 0 dialog ID doesn't match last sent dialog ID".
Related Functions
The following functions might be useful, as they're related to this callback in one way or another.
- ShowPlayerDialog: Show a dialog to a player.
- GetPlayerDialogID: Get the ID of the dialog currently show to the player.
- GetPlayerDialogData: Get the data of the dialog currently show to the player.
- HidePlayerDialog: Hides the dialog currently show to the player.