displayAddEventHandler

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Description

Description:
Adds an event handler to the given display. See User Interface Event Handlers for the full list of event names. If applicable, see DIK_KeyCodes for a list of key code constants, which are relevant to key related user interface events like: KeyDown & KeyUp.
Display EHs are processed in reversed order, i.e. last added: first, first added: last. So if you have an override it should be set up in the 1st added EH.
The event handler ID can be accessed inside the event handler code using the _thisEventHandler magic variable.
Groups:
GUI Control - Event HandlersEvent Handlers

Syntax

Syntax:
display displayAddEventHandler [eventName, code]
Parameters:
display: Display
eventName: String - Event name.
When using the event names listed here with the ctrlAddEventHandler, ctrlSetEventHandler, displayAddEventHandler or displaySetEventHandler commands, the prefix "on" in the event name must be removed (e.g. 'ButtonDown' instead of 'onButtonDown').
code: String or Code - The code which gets executed when event is triggered. Returning true in event handler code will override default engine handling for keyboard events.
Return Value:
Number - Index of the newly added event handler or -1 if creation failed

Examples

Example 1:
moduleName_keyDownEHId = findDisplay 46 displayAddEventHandler ["KeyDown", "hint str _this;"];
Example 2:
moduleName_keyDownEHId = findDisplay 46 displayAddEventHandler ["KeyDown", {hint str _this}];

Additional Information

See also:
ListOfKeyCodes disableSerialization displayRemoveAllEventHandlers displayRemoveEventHandler displaySetEventHandler ctrlAddEventHandler UI Event Handlers findDisplay DIK KeyCodes keyName

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
Posted on October 30, 2013 - 11:14
Killzone_Kid
As of Arma 3 v1.06 ctrlAddEventHandler and displayAddEventHandler support script Code in addition to String [1]
Posted on March 10, 2014 - 14:52
Axyl
From within an Addon, you must assign the events from a spawned script. e.g. [] spawn { findDisplay 46 displayAddEventHandler ["KeyDown", "_this call my_KeyDownFunctionhandler"]; };
Posted on January 22, 2016 - 08:15 (UTC)
Pigneedle
Be sure to wait until the main display is initialized before using this command by using: waitUntil { !isNull (findDisplay 46) };
Posted on May 28, 2017 - 11:32 (UTC)
IT07
use #define if you want the displayEventHandler to use data that is defined in the same file in which the command is executed. However, that does not work if you use String as 'code'. In case of String, use the format command around it.
Posted on August 7, 2017 - 15:08 (UTC)
DrSova
Using KeyUp you can't override default engine action by returning true (Arma3 v1.72)
Posted on June 26, 2021 - 16:17 (UTC)
R3vo
To prevent a display from getting closed by pressing ESC, add the following event handler. #include "\a3\ui_f\hpp\definedikcodes.inc" _display displayAddEventHandler ["KeyDown", { params ["", "_key"]; _key == DIK_ESC // ESC pressed while dialog is open, overwrite default behaviour }];