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# Factorio Runtime Docs Version 2.0.7

## Class LuaDisplayPanelControlBehavior extends LuaControlBehavior new

Control behavior for display panels.

## Members

get_message(index) | → DisplayPanelMessageDefinition | Get a specific message definition
Get a specific message definition
set_message(index, message) |  | Set the message at the specified index
Set the message at the specified index
messages | :: RW array[DisplayPanelMessageDefinition] | The full list of configured messages.
The full list of configured messages.
valid | :: R boolean | Is this object valid? [...]
Is this object valid? [...]
object_name | :: R string | The class name of this object. [...]
The class name of this object. [...]

Inherited from LuaControlBehavior

get_circuit_network(wire_connector_id) changed | → LuaCircuitNetwork? |
type | :: R defines.control_behavior.type | The concrete type of this control behavior.
The concrete type of this control behavior.
entity | :: R LuaEntity | The entity this control behavior belongs to.
The entity this control behavior belongs to.

## Methods

### get_message(index) → DisplayPanelMessageDefinition

Get a specific message definition

#### Parameters

index | :: uint | Message index.
Message index.

#### Return values

→ DisplayPanelMessageDefinition | The message definition at the specified index.

### set_message(index, message)

Set the message at the specified index

#### Parameters

index | :: uint | Message index. Use `-1` to append new element.
Message index. Use `-1` to append new element.
message | :: DisplayPanelMessageDefinition | The message definition for the specified index. Specify `nil` to remove the message.
The message definition for the specified index. Specify `nil` to remove the message.

## Attributes

### messages :: Read|Write array[DisplayPanelMessageDefinition]

The full list of configured messages.

### valid :: Read boolean

Is this object valid? This Lua object holds a reference to an object within the game engine. It is possible that the game-engine object is removed whilst a mod still holds the corresponding Lua object. If that happens, the object becomes invalid, i.e. this attribute will be `false`. Mods are advised to check for object validity if any change to the game state might have occurred between the creation of the Lua object and its access.

### object_name :: Read string

The class name of this object. Available even when `valid` is false. For LuaStruct objects it may also be suffixed with a dotted path to a member of the struct.