Arma 3 Scripting

CT ACTIVETEXT

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Introduction

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 its 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. It is also possible to show a clickable image instead of text.

Note

If you need to show text and an image at the same time you can use CT_SHORTCUTBUTTON.

Notice: This control doesn't render the usually common colorBackground property and colorText is replaced with color.

Alphabetical Order

Note

TokenNames common to most controls, such as x, y, w, h, text, idc... can be found here.

Warning

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_ACTIVETEXT 11

A

action

Type: String

Description: SQS code to execute when the control is clicked.

Important

Use onButtonClick instead.

action = "[finddisplay 26] call (uinamespace getvariable 'BIS_fnc_help');";

angle

Type: Number

Description: n/a

angle = 180;

B

blinkingPeriod

Type: Number

Description: Makes the text start transparent, go to full opacity and back to full transparent in the amount of time specified.

blinkingPeriod = 1.2;

C

canDrag

Type: Number

Description: n/a

canDrag = 1;

color

Type: Array

Description: Replaces colorText, standard text and underline color.

color[] = {1,1,1,0.7};

colorActive

Type: Array

Description: Text and underline color whenever the mouse hovers over the control.

colorActive[] = {1,1,1,1};

colorBackgroundSelected

Type: Array

Description: n/a

colorBackgroundSelected[] = {1,1,1,0.1};

colorFocused

Type: Array

Description: n/a

colorFocused[] = {0,0,0,0};

colorShade

Type: Array

Description: n/a

colorShade[] = {1,1,1,1};

D

default

Type: Number

Description: Whether or not this control is the dialog's initially selected active text.

default = 1;

DLCTemplate

Type: Class

Description: n/a

class DLCTemplate
{
    class controls
    {
        class DlcBg
        {
            idc = 101;
            text = "\A3\Ui_f\data\GUI\Rsc\RscDisplayInventory\InventoryStripe_ca.paa";
            color[] = {1,1,1,1};
            x = 0;
            y = 0;
            w = 1.8 * GUI_GRID_W;
            h = 1.8 * GUI_GRID_H;
        };
        class DlcIcon
        {
            idc = 100;
            text = "";
            color[] = {1,1,1,1};
            x = 0 * GUI_GRID_W;
            y = 0 * GUI_GRID_H;
            w = 1 * GUI_GRID_W;
            h = 1 * GUI_GRID_H;
        };
    };
};

E

enabled

Type: Number

Description: n/a

enabled = 0;

P

picture

Type: String

Description: n/a

picture = "a3\ui_f\data\gui\rsc\rscdisplaymultiplayersetup\flag_opfor_empty_ca.paa";

pictureHeight

Type: Number

Description: n/a

pictureHeight = 1;

pictureWidth

Type: Number

Description: n/a

pictureWidth = 1;

S

shortcuts

Type: Array

Description: n/a

shortcuts[] = {"512 + 0x11"};

sideDisabled

Type: String

Description: n/a

sideDisabled = "a3\ui_f\data\gui\rsc\rscdisplaymultiplayersetup\flag_none_ca.paa";

sideToggle

Type: String

Description: n/a

sideToggle = "a3\ui_f\data\gui\rsc\rscdisplaymultiplayersetup\flag_opfor_ca.paa";

soundClick

Type: Array

Description: The sound to play, when the button is being released.

soundClick[] = {"",0.1,1};

soundDoubleClick

Type: Array

Description: The sound to play, when the cursor enters the button's bounds.

soundDoubleClick[] = {"",0.1,1};

soundEnter

Type: Array

Description: The sound to play, when the cursor enters the button's bounds.

soundEnter[] = {"",0.1,1};

soundEscape

Type: Array

Description: The sound to play, when the button has been pushed and the mouse button is released when not over the control.

soundEscape[] = {"",0.1,1};

soundPush

Type: Array

Description: The sound to play, when the button has been pushed.

soundPush[] = {"",0.1,1};

T

textHeight

Type: Number

Description: n/a

textHeight = 0.38;

textMuted

Type: String

Description: n/a

textMuted = "\A3\Ui_f\Data\IGUI\RscIngameUI\RscDisplayChannel\MuteVON_crossed_ca.paa";

U

url

Type: String

Description: Link to open when control is pressed.

url = "";

Default Classes

Note

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.

RscActiveText

class RscActiveText
{
    deletable = 0;
    fade = 0;
    access = 0;
    type = CT_ACTIVETEXT;
    style = ST_CENTER;
    color[] = {0,0,0,1};
    colorActive[] = {0.3,0.4,0,1};
    colorDisabled[] = {1,1,1,0.25};
    soundEnter[] =
    {
        "",
        0.1,
        1
    };
    soundPush[] =
    {
        "",
        0.1,
        1
    };
    soundClick[] =
    {
        "",
        0.1,
        1
    };
    soundEscape[] =
    {
        "",
        0.1,
        1
    };
    text = "";
    default = 0;
    idc = -1;
    x = 0;
    y = 0;
    h = 0.035;
    w = 0.035;
    font = "RobotoCondensed";
    shadow = 2;
    sizeEx = GUI_TEXT_SIZE_MEDIUM;
    url = "";
    tooltipColorText[] = {1,1,1,1};
    tooltipColorBox[] = {1,1,1,1};
    tooltipColorShade[] = {0,0,0,0.65};
};

RscActivePicture

class RscActivePicture : RscActiveText
{
    style = ST_MULTI + ST_TITLE_BAR;
    color[] = {1,1,1,0.5};
    colorActive[] = {1,1,1,1};
};

RscActivePictureKeepAspect

class RscActivePictureKeepAspect : RscActivePicture
{
    style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;
};