# Move Dialog
Grammar — Move dialog to (offsetX, offsetY) relative to anchor of screen
Flags —Native
|Action
Moves a dialog to the specified anchor, with the specified offsets.
# Arguments
int
[ dialog ] — Dialogint
[ preset::Anchor ] — Anchorint
— OffsetXint
— OffsetY
Returns — void
native void DialogSetPosition(
int dialog,
int anchor,
int offsetX,
int offsetY,
);
# Related
Category: Dialog / Dialog Size And Position
- [F] —
void
— Set Dialog Size — ( DialogSetSize ) - [F] —
void
— Move Dialog — ( DialogSetPosition ) - [F] —
void
— Attach Dialog To Dialog — ( DialogSetPositionRelative ) - [F] —
void
— Attach Dialog To Unit — ( DialogSetPositionRelativeToUnit ) - [F] —
void
— Anchor Dialog To Unit — ( DialogSetPositionRelativeToUnitWithAnchor ) - [F] —
void
— Set Dialog Fullscreen — ( DialogSetFullscreen ) - [F] —
int
— Dialog Width — ( DialogGetWidth ) - [F] —
int
— Dialog Height — ( DialogGetHeight ) - [F] —
int
— Dialog Offset X — ( DialogGetOffsetX ) - [F] —
int
— Dialog Offset Y — ( DialogGetOffsetY ) - [F] —
int
[ preset::Anchor ] — Dialog Anchor — ( DialogGetAnchor ) - [F] —
int
[ preset::Anchor ] — Dialog Relative Anchor — ( DialogGetRelativeAnchor ) - [F] —
int
[ dialog ] — Relative Dialog — ( DialogGetRelativeDialog ) - [F] —
bool
— Dialog Is Fullscreen — ( DialogIsFullscreen )
# Examples
# campaigns/liberty.sc2campaign
// L2610
DialogSetPosition(DialogLastCreated(), c_anchorCenter, 0, 0)
// L4780
DialogSetPosition(gv_roomCheatDialog, c_anchorCenter, (0 - (gv_roomCheatSizeX / 2)), (0 - (gv_roomCheatSizeY / 2)))
// L4856
DialogSetPosition(gv_roomCameraDialog, c_anchorCenter, (0 - (gv_roomCameraSizeX / 2)), (0 - (gv_roomCameraSizeY / 2)))
// L10004
DialogSetPosition(gv_armoryGradientDialog, c_anchorLeft, 0, 0)
// L10008
DialogSetPosition(gv_armoryGradientDialog, c_anchorRight, 0, 0)
// L17826
DialogSetPosition(DialogLastCreated(), c_anchorCenter, 0, 0)
// L19520
DialogSetPosition(gv_debugDialogForSizePos, c_anchorTopLeft, StringToInt(StringWord(EventChatMessage(false), 2)), StringToInt(StringWord(EventChatMessage(false), 3)))
// L1256
DialogSetPosition(libNtve_gf_ScreenButtonDialog(gv_replay_Transmission_ButtonID_Tutorial), c_anchorLeft, 55, 155)
// L1268
DialogSetPosition(libNtve_gf_ScreenButtonDialog(gv_replay_Transmission_ButtonID_Main), c_anchorCenter, -334, 80)
// L2610
DialogSetPosition(DialogLastCreated(), c_anchorCenter, 0, 0)
// L4780
DialogSetPosition(gv_roomCheatDialog, c_anchorCenter, (0 - (gv_roomCheatSizeX / 2)), (0 - (gv_roomCheatSizeY / 2)))
// L4856
DialogSetPosition(gv_roomCameraDialog, c_anchorCenter, (0 - (gv_roomCameraSizeX / 2)), (0 - (gv_roomCameraSizeY / 2)))
// L10004
DialogSetPosition(gv_armoryGradientDialog, c_anchorLeft, 0, 0)
// L10008
DialogSetPosition(gv_armoryGradientDialog, c_anchorRight, 0, 0)
// L17826
DialogSetPosition(DialogLastCreated(), c_anchorCenter, 0, 0)
// L19520
DialogSetPosition(gv_debugDialogForSizePos, c_anchorTopLeft, StringToInt(StringWord(EventChatMessage(false), 2)), StringToInt(StringWord(EventChatMessage(false), 3)))
// L1256
DialogSetPosition(libNtve_gf_ScreenButtonDialog(gv_replay_Transmission_ButtonID_Tutorial), c_anchorLeft, 55, 155)
// L1268
DialogSetPosition(libNtve_gf_ScreenButtonDialog(gv_replay_Transmission_ButtonID_Main), c_anchorCenter, -334, 80)
# campaigns/libertystory.sc2campaign
// L1837
DialogSetPosition(lp_dialog, lp_anchor, lv_x, lv_y)
// L5809
DialogSetPosition(libCamp_gv_tS_RoomChangeDialog, c_anchorBottom, 0, 0)
// L10571
DialogSetPosition(DialogLastCreated(), c_anchorCenter, 0, 0)
// L11028
DialogSetPosition(DialogLastCreated(), c_anchorCenter, 0, 0)
// L11072
DialogSetPosition(DialogLastCreated(), c_anchorCenter, 0, 0)
# campaigns/swarmstory.sc2campaign
// L17856
DialogSetPosition(DialogLastCreated(), c_anchorTop, 0, 0)
# mods/core.sc2mod
// L3135
DialogSetPosition(libNtve_gv_screenButtonDialogs[lp_screenButtonID], lp_anchor, lp_offsetX, lp_offsetY)
// L3243
DialogSetPosition(libNtve_gv_screenImageDialogs[lp_screenImageID], lp_anchor, lp_offsetX, lp_offsetY)
// L3317
DialogSetPosition(libNtve_gv_screenLabelDialogs[lp_screenLabelID], lp_anchor, lp_offsetX, lp_offsetY)
// L4913
DialogSetPosition(libNtve_gv__BB_Dialog[lp_bossBarID], lp_anchor, lp_offsetX, lp_offsetY)
// L2613
DialogSetPosition(libNtve_gv_screenButtonDialogs[lp_screenButtonID], lp_anchor, lp_offsetX, lp_offsetY)
// L2721
DialogSetPosition(libNtve_gv_screenImageDialogs[lp_screenImageID], lp_anchor, lp_offsetX, lp_offsetY)
// L2795
DialogSetPosition(libNtve_gv_screenLabelDialogs[lp_screenLabelID], lp_anchor, lp_offsetX, lp_offsetY)
// L4158
DialogSetPosition(libNtve_gv__BB_Dialog[lp_bossBarID], lp_anchor, lp_offsetX, lp_offsetY)
# mods/heroesdata.stormmod
— StartingExperienceLib.galaxy
// L278
DialogSetPosition(libStEx_gv_sE_VOMsgDialog, c_anchorBottom, 0, 150)
// L338
DialogSetPosition(libStEx_gv_sE_VOMsgDialog, c_anchorTop, 0, 75)
# mods/liberty.sc2mod
// L387
DialogSetPosition(libLbty_gv_meleeSurrender_Dialog[lv_computerPlayer], c_anchorTopRight, 10, lv_y)
# mods/voidprologue.sc2mod
// L8239
DialogSetPosition(DialogLastCreated(), c_anchorTop, 0, 0)