ctrlCommit: Difference between revisions

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m (Text replacement - "\|s1= +" to "|s1= ")
m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>")
 
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|descr= Commits control animation to last specified duration.
|descr= Commits control animation to last specified duration.
{{Feature | important |The duration of the animation is not guaranteed to be exactly the same as the given time.}}
{{Feature|important|The duration of the animation is not guaranteed to be exactly the same as the given time.}}


|s1= control '''ctrlCommit''' time
|s1= control [[ctrlCommit]] time


|p1= control: [[Control]] - control to animate
|p1= control: [[Control]] - control to animate


|p2= time: [[Number]] - animation duration
|p2= time: [[Number]] - animation duration


|r1=[[Nothing]]
|r1= [[Nothing]]


|x1= <code>_control [[ctrlCommit]] 2; // make animation last approx. 2 seconds</code>
|x1= <sqf>_control ctrlCommit 2; // make animation last approx. 2 seconds</sqf>


|seealso= [[ctrlCommitted]], [[ctrlSetPosition]], [[ctrlSetFade]] |SEEALSO=:
|seealso= [[ctrlCommitted]] [[ctrlSetPosition]] [[ctrlSetFade]]
}}
}}


{{Note
|user= Nelis75733126
|timestamp= 20150411230600
|text= '''2024-04-16 edit:''':
<sqf inline>ctrlCommit</sqf> is required to apply the effect of, for example, ctrlSetFade.
}}


<dl class="command_description">
{{Note
 
|user= Demellion
<dt></dt>
|timestamp= 20170828113300
<dd class="notedate">Posted on April 11, 2015 - 23:06 (UTC)</dd>
|text= The resulting speed might not to be exactly what [[ctrlCommit]] commands it to be. It seems to be dependent on your current framerate. Example:
<dt class="note">[[User:IT07|IT07]]</dt>
<sqf>
<dd class="note">
_ctrl ctrlSetFade 0.5;
Use this command if you want to for example change the position or size of a control.
_ctrl ctrlCommit 1;
</dd>
</sqf>
 
<dt></dt>
<dd class="notedate">Posted on August 28, 2017 - 11:33 (UTC)</dd>
<dt class="note">[[User:Demellion|Demellion]]</dt>
<dd class="note">
The resulting speed might not to be exactly what [[ctrlCommit]] commands it to be. It seems to be dependent on your current framerate. Example:
<code>_ctrl [[ctrlSetFade]] 0.5;
_ctrl [[ctrlCommit]] 1;
</code>
Will actually result in:
Will actually result in:
<code>'''[60 FPS and higher]''' = ~1.0 seconds
{{{!}} class="wikitable"
'''[30 FPS and around]''' = ~1.2 seconds
! FPS
'''[10 FPS and anything lower]''' = ~5-10 seconds
! Duration
</code>
{{!}}-
This phenomenon probably occurs because of engine time simulation disruption caused by performance damage.<br><br>
{{!}} 60+
 
{{!}} ~1.0s
<small><nowiki>*</nowiki>Original note changed by [[User:R3vo|R3vo]] ([[User talk:R3vo|talk]]) 15:24, 25 January 2021 (CET)</small>
{{!}}-
</dd>
{{!}} ~30
 
{{!}} ~1.2s
</dl>
{{!}}-
{{!}} 10-
{{!}} ~5-10s
{{!}}}
This phenomenon probably occurs because of engine time simulation disruption caused by performance damage.
}}

Latest revision as of 11:35, 3 September 2024

Hover & click on the images for description

Description

Description:
Commits control animation to last specified duration.
The duration of the animation is not guaranteed to be exactly the same as the given time.
Groups:
GUI Control

Syntax

Syntax:
control ctrlCommit time
Parameters:
control: Control - control to animate
time: Number - animation duration
Return Value:
Nothing

Examples

Example 1:
_control ctrlCommit 2; // make animation last approx. 2 seconds

Additional Information

See also:
ctrlCommitted ctrlSetPosition ctrlSetFade

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Nelis75733126 - c
Posted on Apr 11, 2015 - 23:06 (UTC)
2024-04-16 edit:: ctrlCommit is required to apply the effect of, for example, ctrlSetFade.
Demellion - c
Posted on Aug 28, 2017 - 11:33 (UTC)
The resulting speed might not to be exactly what ctrlCommit commands it to be. It seems to be dependent on your current framerate. Example:
_ctrl ctrlSetFade 0.5; _ctrl ctrlCommit 1;
Will actually result in:
FPS Duration
60+ ~1.0s
~30 ~1.2s
10- ~5-10s

This phenomenon probably occurs because of engine time simulation disruption caused by performance damage.