CT_SHORTCUTBUTTON

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Revision as of 10:31, 10 March 2024 by 7erra (talk | contribs) (description for color attributes)
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Introduction

A more customizable and modern version of CT_BUTTON that also supports Structured Text and an image with text at the same time (see below).

Related commands & functions

Related User Interface Eventhandlers

Alphabetical Order

TokenNames common to most controls, such as x, y, w, h, text, idc... can be found here.
Not all of the listed attributes might have an effect nor might the list be complete. All attributes were gathered with this config crawler.
#define CT_SHORTCUTBUTTON 16


A

action

Type
String
Description
SQS code executed when button is clicked.
action = "if (profilenamespace getvariable ['BIS_fnc_init_recompileEditor',false]) then {[1] call (uinamespace getvariable 'BIS_fnc_recompile')}";


animTextureDefault

Type
String
Description
n/a
animTextureDefault = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\normal_ca.paa";


animTextureDisabled

Type
String
Description
n/a
animTextureDisabled = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\normal_ca.paa";


animTextureFocused

Type
String
Description
n/a
animTextureFocused = "#(argb,8,8,3)color(1,1,1,1)";


animTextureNormal

Type
String
Description
n/a
animTextureNormal = "#(argb,8,8,3)color(1,1,1,1)";


animTextureOver

Type
String
Description
n/a
animTextureOver = "#(argb,8,8,3)color(1,1,1,1)";


animTexturePressed

Type
String
Description
n/a
animTexturePressed = "#(argb,8,8,3)color(1,1,1,1)";


Attributes

Type
Class
Description
Attributes of the text (Only 'font' has effect). See Structured Text control text attributes.
class Attributes
{
	font = "PuristaLight";
	color = "#E5E5E5";
	align = "left";
	shadow = "false";
};


AttributesImage

Type
Class
Description
n/a
class AttributesImage
{
	font = "RobotoCondensed";
	color = "#E5E5E5";
	align = "left";
};


autoAdjustTexture

Type
Boolean
Description
Since Arma 3 v2.10. Default: false. When this attribute set to true the texture will be rendered in the following way:
  • If original texture aspect ratio is 2:1 or more (w >= 2 * h) and button aspect ration is 2:1 or more (w >= 2 * h), the corners of the texture are preserved (rounded corners would scale but not stretch).
  • In all other cases the texture is stretched to cover given button control.
autoAdjustTexture = true;


C

color

Type
Array
Description
Text color.
color[] = {1,1,1,1};


color2

Type
Array
Description
When hovering over the button the text color changes from color[] to color2[].
color2[] = {0.95,0.95,0.95,1};


color2Secondary

Type
Array
Description
n/a
color2Secondary[] = {0,0,0,1};


colorBackground2

Type
Array
Description
When hovering over the button the background color changes from colorBackground[] to colorBackground2[].
colorBackground2[] = {1,1,1,1};


colorBackgroundActive

Type
Array
Description
n/a
colorBackgroundActive[] = {"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.77])","(profilenamespace getvariable ['GUI_BCG_RGB_G',0.51])","(profilenamespace getvariable ['GUI_BCG_RGB_B',0.08])",1};


colorBackgroundFocused

Type
Array
Description
Color of the background when the control is focused.
colorBackgroundFocused[] = {1,1,1,1};


colorDisabledSecondary

Type
Array
Description
n/a
colorDisabledSecondary[] = {1,1,1,0.25};


colorFocused

Type
Array
Description
Text color when the control is focused.
colorFocused[] = {0,0,0,1};


colorFocusedSecondary

Type
Array
Description
n/a
colorFocusedSecondary[] = {0,0,0,1};


colorSecondary

Type
Array
Description
n/a
colorSecondary[] = {1,1,1,1};


D

default

Type
Number
Description
If set to 1, this control is focused when the GUI is opened.
default = 1;


F

fontSecondary

Type
String
Description
n/a
fontSecondary = "PuristaLight";


H

HitZone

Type
Class
Description
n/a
class HitZone
{
	left = 0;
	top = 0;
	right = 0;
	bottom = 0;
};


K

KeyHints

Type
Class
Description
n/a
class KeyHints
{
	class A
	{
		key = "0x00050000 + 0";
		hint = "";
	};
};


P

period

Type
Number
Description
Blinking period.
period = 1.2;


periodFocus

Type
Number
Description
Blinking period when focused.
periodFocus = 1.2;


periodOver

Type
Number
Description
Blinking period when mouse is hovering over the button.
periodOver = 1.2;


S

ShortcutPos

Type
Class
Description
Position of the texture used on the button.
class ShortcutPos
{
	left = "5.25 * (((safezoneW / safezoneH) min 1.2) / 40)";
	top = 0;
	w = "1 * (((safezoneW / safezoneH) min 1.2) / 40)";
	h = "1 * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25)";
};


shortcuts

Type
Array
Description
Key shortcuts. often over-ridden/ignored by engine.
shortcuts[] = {"0x00050000 + 1"};


shpw

Type
Number
Description
Typo for show. See common attributes.
shpw = 0;


sizeExSecondary

Type
String
Description
n/a
sizeExSecondary = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)";


soundClick

Type
Array
Description
n/a
soundClick[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundClick",0.09,1};


soundEnter

Type
Array
Description
n/a
soundEnter[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundEnter",0.09,1};


soundEscape

Type
Array
Description
n/a
soundEscape[] = {"\A3\ui_f\data\sound\RscButtonMenu\soundEscape",0.09,1};


soundPush

Type
Array
Description
n/a
soundPush[] = {"\A3\ui_f\data\sound\RscButton\soundPush",0.09,1};


T

TextPos

Type
Class
Description
Position of the text. Useful for aligning with ShortcutPos.
class TextPos
{
	left = 0;
	top = "(1*(safezoneH / 40) - (0.028*SafezoneH)) / 2";
	right = 0.005;
	bottom = 0;
	forceMiddle = true; // Since Arma 3 v2.10, default false. When true, text will be forced in the middle of the button vertically
};


textSecondary

Type
String
Description
Sets the secondary text of the button.
textSecondary = "";


textureNoShortcut

Type
String
Description
A custom Texture to be displayed alongside text. Position can be set in the ShortcutPos (texture) and TextPos (text) class.
textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";


U

url

Type
String
Description
Link to open when clicked.
url = "https://steamcommunity.com/workshop/browse?appid=107410";



Default Classes

Arma 3
AddOns: Classes need to be initialised first with class SomeClass;

Missions: Since Arma 3 v2.02 one can use import SomeClass; to initialise a class (see the import keyword).

In older versions, use "Default" call BIS_fnc_exportGUIBaseClasses; and paste the result into the description.ext.

RscShortcutButton

An older version of the shortcut button.

class RscShortcutButton
{
	deletable = 0;
	fade = 0;
	type = CT_SHORTCUTBUTTON;
	x = 0.1;
	y = 0.1;
	class HitZone
	{
		left = 0;
		top = 0;
		right = 0;
		bottom = 0;
	};
	class ShortcutPos
	{
		left = 0;
		top = ((GUI_GRID_HAbs / 20) - GUI_TEXT_SIZE_MEDIUM) / 2;
		w = GUI_TEXT_SIZE_MEDIUM * (3/4);
		h = GUI_TEXT_SIZE_MEDIUM;
	};
	class TextPos
	{
		left = GUI_TEXT_SIZE_MEDIUM * (3/4);
		top = ((GUI_GRID_HAbs / 20) - GUI_TEXT_SIZE_MEDIUM) / 2;
		right = 0.005;
		bottom = 0;
	};
	shortcuts[] = {};
	textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
	color[] = {1,1,1,1};
	colorFocused[] = {1,1,1,1};
	color2[] = {0.95,0.95,0.95,1};
	colorDisabled[] = {1,1,1,0.25};
	colorBackground[] =
	{
		"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])",
		"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])",
		"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])",
		1
	};
	colorBackgroundFocused[] =
	{
		"(profilenamespace getvariable ['GUI_BCG_RGB_R',0.13])",
		"(profilenamespace getvariable ['GUI_BCG_RGB_G',0.54])",
		"(profilenamespace getvariable ['GUI_BCG_RGB_B',0.21])",
		1
	};
	colorBackground2[] = {1,1,1,1};
	soundEnter[] =
	{
		"\A3\ui_f\data\sound\RscButton\soundEnter",
		0.09,
		1
	};
	soundPush[] =
	{
		"\A3\ui_f\data\sound\RscButton\soundPush",
		0.09,
		1
	};
	soundClick[] =
	{
		"\A3\ui_f\data\sound\RscButton\soundClick",
		0.09,
		1
	};
	soundEscape[] =
	{
		"\A3\ui_f\data\sound\RscButton\soundEscape",
		0.09,
		1
	};
	class Attributes
	{
		font = "RobotoCondensed";
		color = "#E5E5E5";
		align = "left";
		shadow = "true";
	};
	idc = -1;
	style = ST_LEFT;
	default = 0;
	shadow = 1;
	w = 0.183825;
	h = (GUI_GRID_HAbs / 20);
	textSecondary = "";
	colorSecondary[] = {1,1,1,1};
	colorFocusedSecondary[] = {1,1,1,1};
	color2Secondary[] = {0.95,0.95,0.95,1};
	colorDisabledSecondary[] = {1,1,1,0.25};
	sizeExSecondary = GUI_TEXT_SIZE_MEDIUM;
	fontSecondary = "RobotoCondensed";
	animTextureDefault = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\normal_ca.paa";
	animTextureNormal = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\normal_ca.paa";
	animTextureDisabled = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\normal_ca.paa";
	animTextureOver = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\over_ca.paa";
	animTextureFocused = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\focus_ca.paa";
	animTexturePressed = "\A3\ui_f\data\GUI\RscCommon\RscShortcutButton\down_ca.paa";
	periodFocus = 1.2;
	periodOver = 0.8;
	period = 0.4;
	font = "RobotoCondensed";
	size = GUI_TEXT_SIZE_MEDIUM;
	sizeEx = GUI_TEXT_SIZE_MEDIUM;
	text = "";
	url = "";
	action = "";
	class AttributesImage
	{
		font = "RobotoCondensed";
		color = "#E5E5E5";
		align = "left";
	};
};

RscButtonMenu

The modern Arma 3 button like the ones in the escape display.

class RscButtonMenu : RscShortcutButton
{
	idc = -1;
	type = CT_SHORTCUTBUTTON;
	style = ST_CENTER + ST_FRAME + ST_HUD_BACKGROUND;
	default = 0;
	shadow = 0;
	x = 0;
	y = 0;
	w = 0.095589;
	h = 0.039216;
	animTextureNormal = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureDisabled = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureOver = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureFocused = "#(argb,8,8,3)color(1,1,1,1)";
	animTexturePressed = "#(argb,8,8,3)color(1,1,1,1)";
	animTextureDefault = "#(argb,8,8,3)color(1,1,1,1)";
	colorBackground[] = {0,0,0,0.8};
	colorBackgroundFocused[] = {1,1,1,1};
	colorBackground2[] = {0.75,0.75,0.75,1};
	color[] = {1,1,1,1};
	colorFocused[] = {0,0,0,1};
	color2[] = {0,0,0,1};
	colorText[] = {1,1,1,1};
	colorDisabled[] = {1,1,1,0.25};
	textSecondary = "";
	colorSecondary[] = {1,1,1,1};
	colorFocusedSecondary[] = {0,0,0,1};
	color2Secondary[] = {0,0,0,1};
	colorDisabledSecondary[] = {1,1,1,0.25};
	sizeExSecondary = GUI_TEXT_SIZE_MEDIUM;
	fontSecondary = "PuristaLight";
	period = 1.2;
	periodFocus = 1.2;
	periodOver = 1.2;
	size = GUI_TEXT_SIZE_MEDIUM;
	sizeEx = GUI_TEXT_SIZE_MEDIUM;
	tooltipColorText[] = {1,1,1,1};
	tooltipColorBox[] = {1,1,1,1};
	tooltipColorShade[] = {0,0,0,0.65};
	class TextPos
	{
		left = 0.25 * GUI_GRID_W;
		top = (GUI_GRID_H - GUI_TEXT_SIZE_MEDIUM) / 2;
		right = 0.005;
		bottom = 0;
	};
	class Attributes
	{
		font = "PuristaLight";
		color = "#E5E5E5";
		align = "left";
		shadow = "false";
	};
	class ShortcutPos
	{
		left = 5.25 * GUI_GRID_W;
		top = 0;
		w = 1 * GUI_GRID_W;
		h = 1 * GUI_GRID_H;
	};
	soundEnter[] =
	{
		"\A3\ui_f\data\sound\RscButtonMenu\soundEnter",
		0.09,
		1
	};
	soundPush[] =
	{
		"\A3\ui_f\data\sound\RscButtonMenu\soundPush",
		0.09,
		1
	};
	soundClick[] =
	{
		"\A3\ui_f\data\sound\RscButtonMenu\soundClick",
		0.09,
		1
	};
	soundEscape[] =
	{
		"\A3\ui_f\data\sound\RscButtonMenu\soundEscape",
		0.09,
		1
	};
};

Other examples

This is an example with an image and text combined in one control.

class RscButtonMenuSteam : RscButtonMenu
{
	text = "STEAM";
	colorBackground[] = {0.03137255,0.72156864,0.91764706,1.0};
	textureNoShortcut = "\A3\Ui_f\data\GUI\RscCommon\RscButtonMenuSteam\steam_ca.paa";
	class TextPos
	{
		left = 0.0325;
		top = "(((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) - (((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) * 1)) / 2";
		right = 0.005;
		bottom = 0.0;
	};
	class ShortcutPos
	{
		left = 0.005;
		top = 0.005;
		w = 0.0225;
		h = 0.03;
	};
};