User Interface Event Handlers

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User Interface Event handlers allow you to automatically monitor and then execute custom code upon particular UI events being triggered.

Reference List

When using the event names listed below with the ctrlAddEventHandler, ctrlSetEventHandler, displayAddEventHandler or displaySetEventHandler commands, the prefix "on" in the name must be removed. (e.g. 'ButtonDown' instead of 'onButtonDown')
Priority Event Fired Notes and Parameters Scope
1 onLoad Fires when UI container is created, but no action is taken. onLoad event for display fires after onLoad events for all controls it contains are fired. Returns the display or control. Display, Control
1 onUnload Display is closed, but no controls are destroyed yet. Returns the display and exit code. Display
1 onChildDestroyed Child display is closed. Returns the display, which child display was closed and exit code. Display
1 onMouseEnter The mouse pointer enters the control area. Returns control. Control
1 onMouseExit The mouse pointer exits the control area. Returns control. Control
2 onSetFocus Input focus is on control. It now begins to accept keyboard input. Returns control. Control
2 onKillFocus Input focus is no longer on control. It no longer accepts keyboard input. Returns control. Control
3 onTimer After amount of time given by setTimer function. Returns control. Control
2 onKeyDown Pressing any keyboard key. Fired before the onKeyUp event. Returns the control, the keyboard code and the state of Shift, Ctrl and Alt. Display, Control
2 onKeyUp Releasing any keyboard key. Fired after the onKeyDown event. Returns the control, the keyboard code and the state of Shift, Ctrl and Alt. Display, Control
2 onChar When some readable characters is recognised. Returns the control and the char code. Control
2 onIMEChar When IME character is recognized (used in Korean and other eastern languages). Returns the control and the char code. Control
2 onIMEComposition When partial IME character is recognized (used in Korean and other eastern languages). Returns the control and the char code. Control
3 onJoystickButton Pressing and releasing any joystick button. Not in Arma 2 or Arma 3 Returns the control and the the pressed button. Control
2 onMouseButtonDown Pressing a mouse button. Followed by the onMouseButtonUp event. Returns the control, the pressed button, the x and y coordinates and the state of Shift, Ctrl and Alt. Control
2 onMouseButtonUp Releasing a mouse button. Follows the onMouseButtonDown event. Returns the control, the pressed button, the x and y coordinates and the state of Shift, Ctrl and Alt. Control
2 onMouseButtonClick Pressing and releasing a mouse button. Returns the control, the pressed button, the x and y coordinates and the state of Shift, Ctrl and Alt. ListBox, ComboBox, TextBox, Button, ActiveText
2 onMouseButtonDblClick Pressing and releasing a mouse button twice within very short time. Returns the control, the pressed button, the x and y coordinates and the state of Shift, Ctrl and Alt. Control
2 onMouseMoving Fires continuously while moving the mouse with a certain interval. Returns the control, the x and y coordinates relative to control and mouseOver. Control
Returns the display, the some kind of x and y delta position. Display
2 onMouseHolding Fires continuously while mouse is not moving with a certain interval. Returns the control, the x and y coordinates and mouseOver. If used with a display, the mouseOver parameter is excluded. Control
2 onMouseZChanged Fires when mouse wheel position is changed. Does not fire on disabled control. Checked with CT_EDIT type in v1.50. Returns the control and the change of the scrollbar. Control only
3 onCanDestroy Ask this control if dialog can be closed (used for validation of contained data). Returns the control and exit code. Control
3 onDestroy Destroying control Returns the control and exit code. Control
1 onButtonClick The attached button action is performed. When returned value is true, button's display remains opened. Returns control. Button
? onButtonDblClick ? Arma 3 Button
1 onButtonDown The left mouse button is pressed over the button area or a key on the keyboard is pressed. Returns control. Button
1 onButtonUp The left mouse buttons is released outside the button area and the attached button action is not performed. Returns control. Button
2 onLBSelChanged The selection in a listbox is changed. The left mouse button has been released and the new selection is fully made. Returns the control and the selected element index. Listbox,Combobox
2 onLBListSelChanged Selection in XCombo box changed (but value is not stored yet). Returns the control and the selected element index. Listbox
2 onLBDblClick Double click on some row in listbox. Returns the control and the selected element index. Listbox
2 onLBDrag Drag & drop operation started. Returns the control and the selected element index. Listbox
2 onLBDragging Drag & drop operation is in progress. Returns the control and the x and y coordinates. Listbox
2 onLBDrop Drag & drop operation finished. Returns the control and the x and y coordinates. Listbox, Combobox, Textbox, ActiveText, Button
2 onTreeSelChanged Changing the selection in a tree. Returns the control and the new selection path. Tree
2 onTreeLButtonDown Pressing and releasing left mouse button on a tree. Returns the control. Tree
2 onTreeDblClick Pressing and releasing twice on a tree entry. Returns the control and the current selection path. Tree
3 onTreeExpanded The tree folder structure has been expanded. Returns the control. Tree
3 onTreeCollapsed The tree folder structure has been collapsed. Returns the control. Tree
2 onTreeMouseMove Fires continuously while moving the mouse with a certain interval. Returns the control. Tree
2 onTreeMouseHold Fires continuously while mouse is not moving with a certain interval. Returns the control. Tree
2 onTreeMouseExit The mouse pointer exits the tree control area Returns the control. Tree
2 onToolBoxSelChanged Changed the selection in a toolbox. Returns the control and the selected element index. Toolbox
? onChecked CheckBox checked Arma 3 Checkbox
? onCheckedChanged Checked state of CheckBox changed. Arma 3. Returns control and the checked state. Checkbox
2 onCheckBoxesSelChanged Changed the selection in a checkbox. Returns the control, the selected element index and the current state. Checkbox
2 onHTMLLink Pressing and releasing a HTML link. Returns the control and href. HTML
2 onSliderPosChanged Changing the position of a slider. Returns the control and the change. Slider
2 onObjectMoved Moving an object. Returns the control and the offset on the x, y and z axes. Object
2 onMenuSelected Some item in context menu (used now only in new mission editor) was selected. Returns the control and the command id. Context menu
? onDraw Fires when the map is drawn (can occur more than once per second). Returns the map control. Map
2 onVideoStopped A2 OA Logo.png1.56
Activated every time video ends (when looped, handler is executed after every finished loop).
Returns the control Control

Event parameters

The events handlers receive parameters in the _this variable. Each event passes a different set of parameters (listed in the table above) in an array. The control or display that the event was assigned to is always found in _this select 0.

Scope

In ArmA, most control-specific events work for controls and do not work for displays. The 2 exceptions being: onKeyDown and onKeyUp.

Since Arma 2, most control-specific events now work for both displays and controls.

Defining events

User Interface Event Handlers can be assigned in two ways: via class property definitions or via scripting commands.

Class defined events

Events can be defined in the Dialog (display) or Control classes (in config.cpp or description.ext). The event property value (string) is executed as a line of code. An example line (this would be put within a control or dialog class):

onMouseDown = "hint str _this";

Example:

class RscControlsGroup {
    type = 15;
    idc = -1;
    style = 0;
    x = 0;
    y = 0;
    w = 1;
    h = 1;
    
    class VScrollbar {
        color[] = {1,1,1,1};
        width = 0.021000;
        autoScrollSpeed = -1;
        autoScrollDelay = 5;
        autoScrollRewind = 0;
    };
    
    class HScrollbar {
        color[] = {1, 1, 1, 1};
        height = 0.028;
    };

    class ScrollBar { //for ARMA 2
        color[] = {1,1,1,0.600000};
        colorActive[] = {1,1,1,1};
        colorDisabled[] = {1,1,1,0.300000};
        thumb = "#(argb,8,8,3)color(1,1,1,1)";
        arrowEmpty = "#(argb,8,8,3)color(1,1,1,1)";
        arrowFull = "#(argb,8,8,3)color(1,1,1,1)";
        border = "#(argb,8,8,3)color(1,1,1,1)";
    };
    
    class Controls {};
};

class mouseHandler: RscControlsGroup {          
    onMouseHolding = "[0,_this] call Axx";
    onMouseButtonDown = "[1,_this] call Axx";
    onMouseButtonUp = "[2,_this] call Axx";
    onMouseZChanged = "[3,_this] call Axx";    
    onMouseEnter = "[4,_this] call Axx";    
    idc = 123;
    x = 0.0;
    y = 0.0;
    w = 1.0;
    h = 1.0;            
    colorBackground[] = {0.2, 0.0, 0.0, 0.0};
};

Script defined events

These events can also be given to dialogs/controls using the ctrlSetEventHandler scripting command. For the event handler to be called enable the control using the ctrlEnable scripting command.

(findDisplay 46) displayAddEventHandler ["keyDown", "_this call functionName_keyDown"];

functionName_keyDown = {   params ["_ctrl", "_dikCode", "_shift", "_ctrlKey", "_alt"];     private _handled = false;     if (!_shift && !_ctrlKey && !_alt) then {   if (_dikCode in (actionKeys "NetworkStats")) then {   [] execVM "path\script.sqf";   _handled = true;   };   };     _handled; };

Demo mission

For VBS2 users, a demo mission is available here.