> For the complete documentation index, see [llms.txt](https://stoneforgeteam.gitbook.io/stoneforgeteam-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://stoneforgeteam.gitbook.io/stoneforgeteam-docs/ui/dialogs.md).

# Dialogs and blackouts

## Confirmation dialogs

`GameDialogs.Confirm` asks a question in the game's own confirmation panel (the one its Exit uses): the question, Yes and No, the screen behind dimmed.

```csharp
GameDialogs.Confirm(context, "Leave the game?",
    onYes: () => Rooms.ToMainMenu(),
    onNo: () => context.Log("Staying"));
```

`onYes` runs when it's answered Yes; `onNo`, if given, when it's closed any other way. It returns `false` if the panel couldn't be shown. For anything more than a yes or no, make a [window](/stoneforgeteam-docs/ui/windows.md).

## Blackouts

`Blackout` holds the screen black, as the game's own fades do, with a line of text in the middle if wanted, while something happens behind it: another game's world on its way, a long load.

```csharp
Blackout.Show("Waiting for the host...");
// ... later
Blackout.Text = "Almost there...";
// ... when it's ready
Blackout.Hide();
```

| `Blackout`   |                                                                                             |
| ------------ | ------------------------------------------------------------------------------------------- |
| `Show(text)` | Fades the screen to black and holds it, with text in the middle. Already up: just the text. |
| `Text`       | The text in the middle (`""` for none).                                                     |
| `Hide()`     | Fades it back out.                                                                          |
| `IsShown`    | Whether it's up (fading in, or held).                                                       |

It stays until `Hide()` or the next room change, whose own fade takes it over.


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