PromptMenu
The PromptMenu
class extends IMenu
and is used to display a prompt in a user interface within a Flash-based project.
The prompt communicates messages to users, and it can also include button prompts that correspond to user actions.
Class Definition
Filename: PromptMenu.as
package {
import Shared.AS3.BSUIComponent;
import Shared.GlobalFunc;
import Shared.IMenu;
import flash.display.MovieClip;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
public class PromptMenu extends IMenu {
public var BGSCodeObj:Object;
public var PromptMenuPanel_mc:MovieClip;
public function PromptMenu() {
super();
this.BGSCodeObj = new Object();
}
override protected function onSetSafeRect() : void {
GlobalFunc.LockToSafeRect(this.PromptMenuPanel_mc, "TL", SafeX, SafeY);
}
public function set message(param1:String) : * {
var _loc5_:Array = null;
var _loc2_:BSUIComponent = this.PromptMenuPanel_mc.MessageHolder_mc as BSUIComponent;
var _loc3_:TextField = _loc2_.textField;
_loc3_.autoSize = TextFieldAutoSize.LEFT;
var _loc4_:Array = param1.split("[");
if (_loc4_.length > 1) {
_loc5_ = _loc4_[1].split("]");
GlobalFunc.SetText(_loc3_, _loc4_[0] + this.BGSCodeObj.getButtonFromUserEvent(_loc5_[0]) + _loc5_[1], true);
} else {
GlobalFunc.SetText(_loc3_, param1, true);
}
_loc2_.SetIsDirty();
}
public function onCodeObjDestruction() : * {
this.BGSCodeObj = null;
}
}
}
Properties
Property | Type | Description |
---|---|---|
BGSCodeObj |
Object |
Object used for code-related functionality. |
PromptMenuPanel_mc |
MovieClip |
MovieClip instance containing the prompt menu visuals and layout. |
Methods
PromptMenu
The constructor method initializes the PromptMenu
instance.
public function PromptMenu() {
super();
this.BGSCodeObj = new Object();
}
onSetSafeRect
Overrides the onSetSafeRect
method to lock the PromptMenuPanel to the safe rectangle of the screen.
override protected function onSetSafeRect() : void {
GlobalFunc.LockToSafeRect(this.PromptMenuPanel_mc, "TL", SafeX, SafeY);
}
set message
A setter method to define the prompt message to be displayed to the user. It supports button prompts through square brackets notation.
public function set message(param1:String) : * {
// Method implementation...
}
onCodeObjDestruction
A method to handle the destruction of the BGSCodeObj
reference, ensuring it is cleaned up properly.
public function onCodeObjDestruction() : * {
this.BGSCodeObj = null;
}
Usage Example
To use the PromptMenu
instance, you would typically instantiate it within a Flash-based application’s User Interface code.
After creating an instance, you set its message property to display a prompt on the screen:
var promptMenu:PromptMenu = new PromptMenu();
promptMenu.message = "Press [A] to start.";
Notes
- The
PromptMenu
class appears to be designed specifically for a game or application that uses Flash for its UI, which is commonly seen in Bethesda Game Studios projects. - The message setter method interprets a string with square brackets to replace the bracketed content with a corresponding button prompt. This suggests that the UI might change the text dynamically based on the user’s input device (e.g., changing “[A]” to the appropriate button on a gamepad or keyboard).