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Native UI Templates
egyptron edited this page Sep 24, 2026
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1 revision
Awake Simple S1 provides pre-engineered native Windows UI dialogs. The engine automatically manages message loops, DPI scaling, control placement, and the native Segoe UI typography.
A standard native modal message box with an OK button.
show popup("<Title>", "<Message Body>")
show popup("Notice", "Game progress has been saved.")
Displays a centered modal dialogue card with a bold header, multiline body text (\n), and a confirmation button.
show window template "card":
title = "<Window Title>"
header = "<Bold Header Text>"
content = "<Content text. Supports \n for new lines>"
button = "<Button Label>"
finish window;
show window template "card":
title = "Town Notice"
header = "The Blacksmith"
content = "Iron Ore: 12\nSteel Swords: In Stock\n\nUpgrade your equipment today!"
button = "Continue"
finish window;
Displays an input dialog with a text field. The entered string is saved into the variable named in into variable.
show window template "input":
title = "<Window Title>"
prompt = "<Prompt Question>"
into variable <variable_name>
finish window;
show window template "input":
title = "Identity Registration"
prompt = "Enter your hero's name:"
into variable player_name
finish window;
display_success("Welcome to the realm, " + player_name)
Presents a branch selection dialog with two buttons. The label of the clicked button is stored as a string into the target variable.
show window template "choice":
title = "<Window Title>"
question = "<Question to ask>"
button1 = "<Option A Label>"
button2 = "<Option B Label>"
into variable <variable_name>
finish window;
show window template "choice":
title = "Crossroads"
question = "An abandoned dungeon stands before you. What will you do?"
button1 = "Enter Dungeon"
button2 = "Walk Away"
into variable decision
finish window;
statement(start)
if variable decision == "Enter Dungeon" then
display_warn("Entering the shadows...")
else
display("You chose to stay safe.")
statement(end)