CT_STATIC

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Introduction

Static controls represent exactly that: static data. Static means there is NO possible user interaction. CT_STATIC is primarily used for texts, dialog backgrounds, pictures (and videos). The constant type property for these controls usually is CT_STATIC.


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_STATIC 0


A

align

Type
String
Description
Alignment of text. Values can be "left", "center" or "right". Seems to have no effect. Use ST_LEFT/ST_CENTER/ST_RIGHT instead.
align = "center";


angle

Type
Number
Description
Rotation of the image. See ctrlSetAngle.
angle = 180;


autoplay

Type
Number
Description
Used on video controls. 1 means that the video starts playing as soon as the UI is opened.
autoplay = 0;


B

background

Type
Number
Description
n/a
background = 1;


backgroundType

Type
Number
Description
n/a
backgroundType = 0;


C

centerU

Type
Number
Description
Sets the horizontal center for the rotation of images with ST_PICTURE controls. 0 is left border of the control, 1 is right border. See also: ctrlSetAngle.
centerU = 0.5;


centerV

Type
Number
Description
Sets the vertical center for the rotation of images with ST_PICTURE controls. 0 is top border of the control, 1 is bottom border. See also: ctrlSetAngle.
centerV = 0.5;


color

Type
Array
Description
Most likely without function.
color[] = {1,1,1,1};


colorActive

Type
Array
Description
Not applicable for this type as it can not be active.
colorActive[] = {0.23,0.35,0.42,0.9};


colorbackgroundx

Type
Array
Description
n/a
colorbackgroundx[] = {"(profilenamespace getvariable ['IGUI_BCG_RGB_R',0])","(profilenamespace getvariable ['IGUI_BCG_RGB_G',1])","(profilenamespace getvariable ['IGUI_BCG_RGB_B',1])","(profilenamespace getvariable ['IGUI_BCG_RGB_A',0.8])"};


colorShadow

Type
Array
Description
Color of the shadow of the text.
colorShadow[] = {0,0,0,1};


F

fixedWidth

Type
Number
Description
Makes normal text like "LALALA" appear like "L A L A L A".
fixedWidth = 0;


I

idcx

Type
Number
Description
n/a
idcx = 920;


L

lines

Type
Number
Description
n/a
lines = 3;


lineSpacing

Type
Number
Description
Space between lines, required if the style was set to ST_MULTI.
lineSpacing = 0;


loops

Type
Number
Description
Defines how many times video will be restarted.
loops = 0;


O

optionDescription

Type
String
Description
n/a
optionDescription = "Shows in chat window who killed the player.";


optionPicture

Type
String
Description
n/a
optionPicture = "\A3\Ui_f\data\GUI\Rsc\RscDisplayGameOptions\Diff_DetectedMines_co.paa";


S

sortDown

Type
String
Description
n/a
sortDown = "\a3\ui_f\data\gui\rsc\rscdisplaymultiplayer\arrow_down_ca.paa";


sortUp

Type
String
Description
n/a
sortUp = "\a3\ui_f\data\gui\rsc\rscdisplaymultiplayer\arrow_up_ca.paa";


T

textLoad

Type
String
Description
n/a
textLoad = "Open";


textMerge

Type
String
Description
n/a
textMerge = "Merge";


textSave

Type
String
Description
n/a
textSave = "Save As";


tileH

Type
Number, String
Description
Height of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.

Number example:

tileH = 1;

String example:

tileH = "4 / (32 * pixelH)";


tileW

Type
Number, String
Description
Width of one tile. Used with ST_TILE_PICTURE to create a repeating wall of pictures, such as the fullscreen backgrounds in the Eden Editor. Uses GUI Coordinates.

Number example:

tileW = 1;

String example:

tileW = "8 / (32 * pixelW)";


W

widgetLineWidth

Type
Number
Description
n/a
widgetLineWidth = 10;



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

RscText

Hello world text with semi-transparent background

Most often this type of control will be used to add text to dialogs. If you want the text to change dynamically while playing the mission, you should set the idc property to a positive number, which allows usage of the ctrlSetText function. Text alignment can be controlled using the style property and the ST_* constants.

By default, this will only display a single line (and cut the overflow); use ST_MULTI if you intend to use multiple lines. This also requires setting the property lineSpacing, which indicates the relative space between lines; usually, you can set this to 1 for normal line spacing.

class RscText
{
	deletable = 0;
	fade = 0;
	access = 0;
	type = CT_STATIC;
	idc = -1;
	colorBackground[] = {0,0,0,0};
	colorText[] = {1,1,1,1};
	text = "";
	fixedWidth = 0;
	x = 0;
	y = 0;
	h = 0.037;
	w = 0.3;
	style = ST_LEFT;
	shadow = 1;
	colorShadow[] = {0,0,0,0.5};
	font = "RobotoCondensed";
	SizeEx = GUI_TEXT_SIZE_MEDIUM;
	linespacing = 1;
	tooltipColorText[] = {1,1,1,1};
	tooltipColorBox[] = {1,1,1,1};
	tooltipColorShade[] = {0,0,0,0.65};
};

RscLine

RscLine control with black background.

Draws a single line from top left to bottom right corner of the control.

class RscLine: RscText
{
	idc = -1;
	style = ST_MULTI + ST_TITLE_BAR + ST_HUD_BACKGROUND;
	x = 0.17;
	y = 0.48;
	w = 0.66;
	h = 0;
	text = "";
	colorBackground[] = {0,0,0,0};
	colorText[] = {1,1,1,1};
};

RscFrame

Example of a RscFrame in the Arma 3 server browser.

Frame that outlines the control's borders. When text is set it appears on the top line to the left.

class RscFrame
{
	type = CT_STATIC;
	idc = -1;
	deletable = 0;
	style = ST_FRAME;
	shadow = 2;
	colorBackground[] = {0,0,0,0};
	colorText[] = {1,1,1,1};
	font = "RobotoCondensed";
	sizeEx = 0.02;
	text = "";
	x = 0;
	y = 0;
	w = 0.3;
	h = 0.3;
};

RscPicture

Using specific style constants you can enhance your dialogs with pictures too. These pictures should reside in your mission folder as paa-files. Then set your style property to ST_PICTURE (to display it once) or ST_TILE_PICTURE (to tile it) and use the text property to locate the paa image you want to use, relative to your addon or mission folder (absolute paths should not be used).

Dialog control showing a picture
class RscPicture
{
	deletable = 0;
	fade = 0;
	access = 0;
	type = CT_STATIC;
	idc = -1;
	style = ST_MULTI + ST_TITLE_BAR;
	colorBackground[] = {0,0,0,0};
	colorText[] = {1,1,1,1};
	font = "TahomaB";
	sizeEx = 0;
	lineSpacing = 0;
	text = "";
	fixedWidth = 0;
	shadow = 0;
	x = 0;
	y = 0;
	w = 0.2;
	h = 0.15;
	tooltipColorText[] = {1,1,1,1};
	tooltipColorBox[] = {1,1,1,1};
	tooltipColorShade[] = {0,0,0,0.65};
};

RscPictureKeepAspectRatio

Same as RscPicture, but keeps the image the same ratio as in the source file.

class RscPictureKeepAspect: RscPicture
{
	style = ST_MULTI + ST_TITLE_BAR + ST_KEEP_ASPECT_RATIO;
};

RscVideo

All settings are same as for pictures, only source file must be of .OGV format. Two additional properties are available - autoplay (when 1, video starts automatically) and loops (defines how many times video will be played in loop).

For video encoding, you can use:

class RscVideo: RscPicture
{
	autoplay = 1;
	loops = 1;
};

Other Classes

Static background

Semi-transparent background

One can also use this control type to add solid background to dialogs by simply leaving the text property empty. This way, it will look like a regular rectangle.

class MyRedBackgroundExample
{
  /* ... same as the text example, except for */
  colorBackground[] = { 1, 0.1, 0.1, 0.8 };
  text = "";
};