buttonSetAction: Difference between revisions

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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| ofp |= Game name
|game1= ofp
|version1= 1.75


|1.5|= Game version
|game2= ofpe
|version2= 1.00


|arg= local |= Arguments in MP
|game3= arma1
|version3= 1.00


|eff= local |= Effects in MP
|game4= arma2
____________________________________________________________________________________________
|version4= 1.00


| Set the action of a control of the currently active user dialog. Can be used for buttons and active texts. See [[Dialog Control]] for more information about user dialogs. |= Description
|game5= arma2oa
____________________________________________________________________________________________
|version5= 1.50


| '''buttonSetAction''' [idc, "code"] |= Syntax
|game6= tkoh
|version6= 1.00


|p1= idc: [[Integer]] - control ID |= Parameter 1
|game7= arma3
|version7= 0.50


|p2= code: [[String]] - code body that should be executed when the button/active text is clicked |= Parameter 2
|gr1= GUI Control


| [[Nothing]] |= Return value
|arg= local
____________________________________________________________________________________________
 
|x1= <pre>buttonSetAction [100, {player exec "reply.sqs"}]</pre> |= Example 1
____________________________________________________________________________________________


| [[buttonAction]] |= See also
|eff= local


|descr=
{{Feature|obsolete|Use [[ctrlAddEventHandler]] instead.}}
Set the action of a control of the currently active user dialog. The script statement is executed on button release and {{hl|_this}} is available, but contains ""; See [[Arma: GUI Configuration]] for more information about user dialogs. Works with:
* [[CT_BUTTON]]
* [[CT_XBUTTON]]
* [[CT_ACTIVETEXT]]
* [[CT_SHORTCUTBUTTON]]
|s1= [[buttonSetAction]] [idc, action]
|p1= idc: [[Number]] - button IDC
|p2= action: [[String]] - '''[[SQS Syntax|SQS]]''' code body that should be executed when the button/active text is clicked
|r1= [[Nothing]]
|s2= control [[buttonSetAction]]  action
|p21= control:  [[Control]] - button control
|p22= action:  [[String]] - '''[[SQS Syntax|SQS]]''' code body that should be executed when the button/active text is clicked
|r2= [[Nothing]]
|x1= <sqf>buttonSetAction [100, "player exec ""reply.sqs"""];</sqf>
|x2= <sqf>_ctrl buttonSetAction "if (alive bob) then {hint 'alive'} else {hint 'dead'}"; // SQF but SQS compatible, see SQS</sqf>
|x3= Script is [[SQS Syntax|SQS]]:
<sqs>_control buttonSetAction "hint format ['Is SQS: %1', !isNil '_time']"</sqs>
|seealso= [[buttonAction]]
}}
}}


<h3 style="display:none">Notes</h3>
{{Note
<dl class="command_description">
|user= Kungtotte
<!-- Note Section BEGIN -->
|timestamp= 20091005162300
|text= When using buttonSetAction for an ActiveText control from a script, you cannot use any variables local to the script in it.
<sqf>
/* This will print 'any bar' in the hint box,
since _foo has no value according to buttonSetAction */


<!-- Note Section END -->
_foo = "foo";
</dl>
buttonSetAction [100, "hint format [""%1 bar"", _foo];"];
</sqf>
}}


<h3 style="display:none">Bottom Section</h3>
{{Note
|user= Molaron
|timestamp= 20160215101500
|text= This command does not overwrite the button's action that was set via "action" in the {{hl|.hpp}} of the dialog.
}}


[[Category:Scripting Commands|BUTTONSETACTION]]
{{Note
[[Category:Scripting Commands OFP 1.96|BUTTONSETACTION]]
|user= Nomisum
[[Category:Scripting Commands ArmA|BUTTONSETACTION]]
|timestamp= 20160611192400
[[Category:Command_Group:_GUI_Control|BUTTONSETACTION]]
|text= To use variables local to the defining script, a syntax like the one below needs to be used:
<sqf>
_foo = "foo";
buttonSetAction [100, format ["hint '%1 bar'", _foo]];
</sqf>
works! thanks to [[User:Kronzky|Kronzky]] for commenting this workaround in the VBS wiki
}}

Latest revision as of 11:46, 5 May 2024

Hover & click on the images for description

Description

Description:
🕖
This information is obsolete. Reason: Use ctrlAddEventHandler instead.

Set the action of a control of the currently active user dialog. The script statement is executed on button release and _this is available, but contains ""; See Arma: GUI Configuration for more information about user dialogs. Works with:

Groups:
GUI Control

Syntax

Syntax:
buttonSetAction [idc, action]
Parameters:
idc: Number - button IDC
action: String - SQS code body that should be executed when the button/active text is clicked
Return Value:
Nothing

Alternative Syntax

Syntax:
control buttonSetAction action
Parameters:
control: Control - button control
action: String - SQS code body that should be executed when the button/active text is clicked
Return Value:
Nothing

Examples

Example 1:
buttonSetAction [100, "player exec ""reply.sqs"""];
Example 2:
_ctrl buttonSetAction "if (alive bob) then {hint 'alive'} else {hint 'dead'}"; // SQF but SQS compatible, see SQS
Example 3:
Script is SQS:
_control buttonSetAction "hint format ['Is SQS: %1', !isNil '_time']"

Additional Information

See also:
buttonAction

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
Kungtotte - c
Posted on Oct 05, 2009 - 16:23 (UTC)
When using buttonSetAction for an ActiveText control from a script, you cannot use any variables local to the script in it.
/* This will print 'any bar' in the hint box, since _foo has no value according to buttonSetAction */ _foo = "foo"; buttonSetAction [100, "hint format [""%1 bar"", _foo];"];
Molaron - c
Posted on Feb 15, 2016 - 10:15 (UTC)
This command does not overwrite the button's action that was set via "action" in the .hpp of the dialog.
Nomisum - c
Posted on Jun 11, 2016 - 19:24 (UTC)
To use variables local to the defining script, a syntax like the one below needs to be used:
_foo = "foo"; buttonSetAction [100, format ["hint '%1 bar'", _foo]];
works! thanks to Kronzky for commenting this workaround in the VBS wiki