DialogControls-Buttons
General
TokenNames common to most controls, such as x,y,w,h,text,idc... are not listed here.
Buttons are one way to add interactivity to your dialogs. Their corresponding type property is CT_BUTTON.
Buttons can have different states (see screenshot) and will render slightly different to give the user a visual feedback on the button's state:
- Enabled: the button has not been disabled, it currently doesn't have any mouse or keyboard related focus
- Disabled: the button has been explicitly disabled. It will not be clickable.
- Enabled + Focused: As enabled; additionally it will have a small border of the color defined in the colorFocused property. This occurs when the button currently has focus (ie. is the default button or has been selected via the Tab key).
- Enabled + Active: As enabled; additionally it will have a different background as specified in the colorBackgroundActive background. This occurs when the mouse is currently hovering over an unfocused button.
- Enabled + Active + Focused: The combined result of the above two states. The mouse is currently hovering over the button in question and it has input focus.
Button can also have code attached to it in the action property. This code will be run when the button is clicked. Most often, you will have at least one button that closes the dialog via closeDialog. In this case you can provide 0 as the right-side parameter to close the currently open dialog.
Reserved IDC's
The engine reserves:
IDC=1 for (contextually) OK, or CONTINUE IDC=2 for (contextually) CANCEL, ESCAPE, ABORT
If you use these idc values, no action, no script, no event handler will operate on them.
CT_BUTTON=1
Properties | ||
---|---|---|
Name | Type | Remark |
action | string | a statement that is executed when the button is not disabled and clicked |
attributes | class | Possibly an irrelevant xbox class |
BorderSize | float | thickness of border |
default | boolean | Whether or not this button is the dialog's initially selected button |
colorDisabled | color array | text color, if the control has been disabled via ctrlEnable |
colorFocused | color array | color when control has received focus via tabbing or scripted methods |
colorShadow | color array | the color of the shadow |
colorBorder | color array | the color of the border, if any |
borderSize | float | the width of the border |
colorBackgroundActive | color array | color when control has received focus via mouse-over |
colorBackgroundDisabled | color array | background color, if the control has disabled via ctrlEnable |
offsetX | float | the relative X offset between the button and its shadow |
offsetY | float | the relative Y offset between the button and its shadow |
offsetPressedX | float | the relative X offset between the button and its shadow, when it's pressed |
offsetPressedY | float | the relative Y offset between the button and its shadow, when it's pressed |
soundEnter | sound array | the sound to play, when the cursor enters the button's bounds |
soundPush | sound array | the sound to play, when the button has been pushed |
soundClick | sound array | the sound to play, when the button is being released |
soundEscape | sound array | the sound to play, when the button has been pushed and the mouse button is released when not over the control |
size | float | possibly an irrelevant xbox dialog |
tooltip | string | some help phrase when you hover over button |
Attributes class
Properties | ||
---|---|---|
Name | Type | Remark |
font | string | |
shadow | integer | |
align | string | "center" |
color | color array | "#000000" |
- Example:
class RscButton
{
access = 0;
type = CT_BUTTON;
style = ST_LEFT;
x = 0; y = 0; w = 0.3; h = 0.1;
text = "";
font = "TahomaB";
sizeEx = 0.04;
colorText[] = {0,0,0,1};
colorDisabled[] = {0.3,0.3,0.3,1};
colorBackground[] = {0.6,0.6,0.6,1};
colorBackgroundDisabled[] = {0.6,0.6,0.6,1};
colorBackgroundActive[] = {1,0.5,0,1};
offsetX = 0.004;
offsetY = 0.004;
offsetPressedX = 0.002;
offsetPressedY = 0.002;
colorFocused[] = {0,0,0,1};
colorShadow[] = {0,0,0,1};
shadow = 0;
colorBorder[] = {0,0,0,1};
borderSize = 0.008;
soundEnter[] = {"",0.1,1};
soundPush[] = {"",0.1,1};
soundClick[] = {"",0.1,1};
soundEscape[] = {"",0.1,1};
};
class dialog
{
class controls
{
class OK:rscButton
{
idc=1;// fixed engine constant
x=y=w=y=whatever;
text="OK"
default=true;
};
class Cancel
{
idc=2; // fixed engine constant
x=y=somewhere else
default=false;
};
};
};
The following example uses almost the same code as the buttons shown in the example screenshot.
- Example:
class MyButton {
idc = -1;
type = CT_BUTTON;
style = ST_LEFT;
default = false;
font = FontM;
sizeEx = 0.03;
colorText[] = { 0, 0, 0, 1 };
colorFocused[] = { 1, 0, 0, 1 }; // border color for focused state
colorDisabled[] = { 0, 0, 1, 0.7 }; // text color for disabled state
colorBackground[] = { 1, 1, 1, 0.8 };
colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; // background color for disabled state
colorBackgroundActive[] = { 1, 1, 1, 1 }; // background color for active state
offsetX = 0.003;
offsetY = 0.003;
offsetPressedX = 0.002;
offsetPressedY = 0.002;
colorShadow[] = { 0, 0, 0, 0.5 };
colorBorder[] = { 0, 0, 0, 1 };
borderSize = 0;
soundEnter[] = { "", 0, 1 }; // no sound
soundPush[] = { "buttonpushed.ogg", 0.1, 1 };
soundClick[] = { "", 0, 1 }; // no sound
soundEscape[] = { "", 0, 1 }; // no sound
x = 0.4; y = 0.475;
w = 0.2; h = 0.05;
text = "Close";
action = "closeDialog 0; hint ""Dialog closed. You are good to go now!""";
};
CT_SHORTCUTBUTTON=16
Properties | ||
---|---|---|
Name | Type | Remark |
action | string | |
Attributes | class | |
AttributesImage | class | |
animTextureNormal | texture | |
animTextureDisabled | texture | |
animTextureOver | texture | |
animTextureFocused | texture | |
animTexturePressed | texture | |
animTextureDefault | texture | |
textureNoShortcut | texture | |
color | color | |
color2 | color | |
colorActiveBackground | color | |
colorBackground | color | |
colorBackground2 | color | |
colorDisabled | color | |
default | boolean | |
HitZone | class | |
period | float | |
periodFocus | float | |
periodOver | float | |
ShortcutPos | class | |
Shadow | integer | 0,1 or 2 |
shortcuts | array | key short cuts. often over-ridden/ignored by engine |
Size | float | possibly a typo, used in conjunction with sizeEx |
soundEnter | sound array | |
soundPush | sound array | |
soundClick | sound array | |
soundEscape | sound array | |
TextPos | class |
TextPos/HitZone/ShortcutPos
Properties | ||
---|---|---|
Name | Type | Remark |
Left | float | |
Right | float | |
Top | float | |
Bottom | float |
Attributes/Image classes
Properties | ||
---|---|---|
Name | Type | Remark |
font | string | |
color | HTML color | |
align | string | center, left, etc |
shadow | integer | not image class |
Example
class RscShortcutButton
{
type = 16;
class HitZone
{
left = 0.0;
top = 0.0;
right = 1.0;
bottom = 1.0;
};
class ShortcutPos
{
left = 0.005;
top = 0.005;
w = 0.0225;
h = 0.03;
};
class TextPos
{
left = 0.02;
top = 0.005;
right = 0.005;
bottom = 0.005;
};
animTextureNormal = "#(argb,8,8,3)color(1,1,1,1)";
animTextureDisabled = "#(argb,8,8,3)color(0.3,0.3,0.3,1)";
animTextureOver = "#(argb,8,8,3)color(0.8,0.3,0,1)";
animTextureFocused = "#(argb,8,8,3)color(1,0.5,0,1)";
animTexturePressed = "#(argb,8,8,3)color(1,0,0,1)";
animTextureDefault = "#(argb,8,8,3)color(0,1,0,1)";
period = 0.1;
periodFocus = 0.4;
periodOver = 0.4;
shortcuts[] = {};
textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)";
color[] = {0,0,0,0.6};
color2[] = {0,0,0,1};
colorDisabled[] = {0,0,0,0.3};
colorBackground[] = {1,1,1,1};
colorBackground2[] = {1,1,1,0.5};
text = "";
size = 0.04;
class Attributes
{
font = "TahomaB";
color = "#000000";
align = "left";
shadow = 0;
};
};
CT_ACTIVETEXT=11
The Active Text control behaves very similar to buttons. It shows up as regular text with the additional functionality that you can click and select it. The dialog's currently selected Active Text control will be underlined to indicate it's status. By default, the first Active Text control is selected. When the mouse cursor hovers over an instance of this control, it will show up in the color defined in the colorActive property.
Notice: This control doesn't render the usually common colorBackground property and colorText is replaced with color.
- For Arrohead, this is not true. The properties are there, and it might be an attempt to standardise, or to account for pictures
Properties | ||
---|---|---|
Name | Type | Remark |
action | string | a statement that is executed when the control has been clicked |
candrag | boolean | |
blinkingPeriod | float (Seconds) | Makes the text start transparent, go to full opacity and back to full transparent in the amount of time specified. |
color | color array | replaces colorText, standard text and underline color |
colorActive | color array | text and underline color whenever the mouse hovers over the control |
colorShade | color array | |
colorFocused | color | |
colorDisabled | color | |
colorShade | color | |
colorText | color | |
not applicable | ||
colorBackground2 | color array | |
default | boolean | Whether or not this control is the dialog's initially selected active text |
pictureWidth/Height | floats | |
sideDisabled | argb | |
picture | texture | |
sideToggle | argb | |
textHeight | float | |
soundEnter | sound array | the sound to play, when the cursor enters the button's bounds |
soundDoubleClick | sound array | the sound to play, when the cursor enters the button's bounds |
soundPush | sound array | the sound to play, when the button has been pushed |
soundClick | sound array | the sound to play, when the button is being released |
soundEscape | sound array | the sound to play, when the button has been pushed and the mouse button is released when not over the control. |
The following example uses almost the same code as the controls shown in the example screenshot.
- Example:
class MyActiveText {
idc = -1;
type = CT_ACTIVETEXT;
style = ST_LEFT;
x = 0.75; y = 0.5;
w = 0.2; h = 0.035;
font = FontM;
sizeEx = 0.024;
color[] = { 1, 1, 1, 1 };
colorActive[] = { 1, 0.2, 0.2, 1 };
soundEnter[] = { "", 0, 1 }; // no sound
soundPush[] = { "", 0, 1 };
soundClick[] = { "", 0, 1 };
soundEscape[] = { "", 0, 1 };
action = "hint ""Good choice!""";
text = "Text";
default = true;
};