ctrlActivate: Difference between revisions
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{{ | {{RV|type=command | ||
| | |game1= arma1 | ||
|version1= 1.00 | |||
|1.00 | |game2= arma2 | ||
|version2= 1.00 | |||
| | |game3= arma2oa | ||
|version3= 1.50 | |||
| | |game4= tkoh | ||
|version4= 1.00 | |||
| | |game5= arma3 | ||
|version5= 0.50 | |||
| | |gr1= GUI Control | ||
| | |descr= Launches action attached to given (button based) control. Command ignores control disabled state. (Example 2). Main syntax command only triggers engine-based actions (cancel or ok codes) and will not trigger button related [[User_Interface_Event_Handlers|User Interface Event Handlers]] or [[buttonAction]], use the alternative syntax for this. "ButtonClick" UI event handler will also be triggered with the alternative syntax. Use [[isUIContext]] to distinguish between scripted activation and user activation.<br> | ||
|s1= [[ctrlActivate]] control | |||
|p1= control: [[Control]] | |||
|r1= [[Nothing]] | |||
|s2= control [[ctrlActivate]] full | |||
|s2since= arma3 2.18 | |||
|p21= control: [[Control]] - button based control ([[CT_BUTTON]], [[CT_XBUTTON]], [[CT_SHORTCUTBUTTON]], [[CT_ACTIVETEXT]]) | |||
|p22= full: [[Boolean]] - [[true]] to simulate button click in full including UI event handling | |||
|r2= [[Nothing]] | |||
< | |x1= <sqf>ctrlActivate _control;</sqf> | ||
|x2= <sqf> | |||
_control ctrlEnable false; | |||
ctrlActivate _control; // Action fired. | |||
</sqf> | |||
[[ | |seealso= [[allControls]] [[allDisplays]] [[controlsGroupCtrl]] [[ctrlDelete]] [[ctrlModel]] [[ctrlSetModel]] [[ctrlPosition]] [[ctrlSetPosition]] [[ctrlClassName]] [[ctrlModelScale]] [[ctrlSetModelScale]] [[ctrlModelDirAndUp]] [[ctrlSetModelDirAndUp]] [[displayParent]] | ||
[[ | }} |
Latest revision as of 19:42, 3 September 2024
Description
- Description:
- Launches action attached to given (button based) control. Command ignores control disabled state. (Example 2). Main syntax command only triggers engine-based actions (cancel or ok codes) and will not trigger button related User Interface Event Handlers or buttonAction, use the alternative syntax for this. "ButtonClick" UI event handler will also be triggered with the alternative syntax. Use isUIContext to distinguish between scripted activation and user activation.
- Groups:
- GUI Control
Syntax
- Syntax:
- ctrlActivate control
- Parameters:
- control: Control
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- control ctrlActivate full
- Parameters:
- control: Control - button based control (CT_BUTTON, CT_XBUTTON, CT_SHORTCUTBUTTON, CT_ACTIVETEXT)
- full: Boolean - true to simulate button click in full including UI event handling
- Return Value:
- Nothing
Examples
- Example 1:
- ctrlActivate _control;
- Example 2:
Additional Information
- See also:
- allControls allDisplays controlsGroupCtrl ctrlDelete ctrlModel ctrlSetModel ctrlPosition ctrlSetPosition ctrlClassName ctrlModelScale ctrlSetModelScale ctrlModelDirAndUp ctrlSetModelDirAndUp displayParent
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
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: GUI Control