displayAddEventHandler: Difference between revisions

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


| arma2 |= Game name
|game1= arma2
|version1= 1.00


|1.00|= Game version
|game2= arma2oa
____________________________________________________________________________________________
|version2= 1.50


| Add an event handler to the given display. Returns id of the handler or -1 when failed.
|game3= tkoh
|version3= 1.00


The provided function should return true/false indicating that the event has handled this event fully or not and whether the engine should execute it's default code or not afterwards.  
|game4= arma3
|version4= 0.50


See [[User_Interface_Event_Handlers|User Interface Event Handlers]] for the full list of handler names.
|gr1= GUI Control - Event Handlers


If applicable, see [[DIK_KeyCodes]] for a list of key code constants, which are relevant to key related user interface events like: [[User_Interface_Event_Handlers#onKeyDown|KeyDown]] & [[User_Interface_Event_Handlers#onKeyUp|KeyUp]]. |= Description
|gr2= Event Handlers
____________________________________________________________________________________________


| display '''displayAddEventHandler''' [handlerName, function] |= Syntax
|descr= 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: [[User Interface Event Handlers#onKeyDown|KeyDown]] & [[User Interface Event Handlers#onKeyUp|KeyUp]].
{{Feature|important|Display EHs are processed from last to first added; an input override should be set up in the first added EH.}}
{{Feature|informative|The event handler ID can be accessed inside the event handler code using the <sqf inline>_thisEventHandler</sqf> [[Magic_Variables#thisEventHandler|magic variable]].}}


|p1= display: [[Display]] |= PARAMETER1
|s1= display [[displayAddEventHandler]] [eventName, code]


|p2= [handlerName, function]: [[Array]] |= PARAMETER2
|p1= display: [[Display]]


|p3= handlerName: [[String]] |= Parameter 3
|p2= eventName: [[String]] - event name
{{Feature|important|When using the event names listed [[User Interface Event Handlers|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'''').}}


|p4= function: [[String]] |= Parameter 4
|p3= code: [[String]] or {{GVI|arma3|1.06|size= 0.75}} [[Code]] - the code which gets executed when event is triggered. Returning [[true]] in event handler code will override default engine handling for keyboard events.
Several [[Magic Variables]] are available:
* Event Handler parameters are accessible via {{hl|_this}}
* The Event Handler type is available as {{hl|_thisEvent}}
* The Event Handler index is available as {{hl|_thisEventHandler}}


| [[Number]] |= RETURNVALUE
|r1= [[Number]] - index of the newly added event handler or {{hl|-1}} if creation failed


|x1= <sqf>moduleName_keyDownEHId = findDisplay 46 displayAddEventHandler ["KeyDown", "hint str _this;"];</sqf>


|x1= <pre>module_keyDownEHId = displaySetEventHandler ["KeyDown", "_this call module_keyDown"];</pre> |= Example 1
|x2= <sqf>moduleName_keyDownEHId = findDisplay 46 displayAddEventHandler ["KeyDown", { hint str _this }];</sqf>


|x2= <pre>#include "\ca\editor\Data\Scripts\dikCodes.h"
|seealso= [[disableSerialization]] [[displayRemoveAllEventHandlers]] [[displayRemoveEventHandler]] [[displaySetEventHandler]] [[ctrlAddEventHandler]] [[User_Interface_Event_Handlers|UI Event Handlers]] [[findDisplay]] [[DIK_KeyCodes|DIK Key Codes]] [[keyName]]
}}


moduleName_keyDown =  
{{Note
{
|user= Axyl
private["_handled", "_ctrl", "_dikCode", "_shift", "_ctrl", "_alt"];
|timestamp= 20140310145200
_ctrl = _this select 0;
|text= From within an Addon, you must assign the events from a spawned script.  e.g. <sqf>0 spawn { findDisplay 46 displayAddEventHandler ["KeyDown", "_this call my_KeyDownFunctionhandler"]; };</sqf>
_dikCode = _this select 1;
}}
_shift = _this select 2;
_ctrl = _this select 3;
_alt = _this select 4;


_handled = false;
{{Note
|user= Pigneedle
|timestamp= 20160122081500
|text= Be sure to wait until the main display is initialized before using this command by using:
<sqf>waitUntil { !isNull (findDisplay 46) };</sqf>
}}


if (!_shift && !_ctrl && !_alt) then
{{Note
{
|user= Nelis75733126
if (_dikCode in ([DIK_F]+(actionKeys "NetworkStats"))) then
|timestamp= 20170528113200
{
|text= use ({{Link|PreProcessor_Commands##define|#define}}) if you want <sqf inline>displayAddEventHandler</sqf> to use data defined in the same script. You can then integrate that data either directly, or by applying {{Link|format|format}} to the second parameter.
nul = [_ctrl] execVM "path\script.sqf";
}}
_handled = true;
};
};


_handled; 
{{Note
};
|user= DrSova
|timestamp= 20170807150800
|text= Using '''KeyUp''' you can't override default engine action by returning '''true'''
|game= arma3
|version= 1.72
}}


moduleName_keyDownEHId = (findDisplay 46) displayAddEventHandler ["KeyDown", "_this call moduleName_keyDown"];
{{Note
 
|user= R3vo
//(findDisplay 46) displayRemoveEventHandler ["KeyDown", moduleName_keyDownEHId];
|timestamp= 20210626161700
 
|text= To prevent a display from getting closed by pressing ESC, add the following event handler.
</pre> |= Example 2
<sqf>
 
#include "\a3\ui_f\hpp\definedikcodes.inc"
____________________________________________________________________________________________
_display displayAddEventHandler ["KeyDown",
 
{
| [[disableSerialization]], [[displayRemoveAllEventHandlers]], [[displayRemoveEventHandler]], [[displaySetEventHandler]], [[User_Interface_Event_Handlers|UI Event Handlers]], [[findDisplay]], [[DIK_KeyCodes|DIK KeyCodes]], [[keyName]] |= SEEALSO
params ["", "_key"];
 
_key == DIK_ESC; // ESC pressed while dialog is open, overwrite default behaviour
|  |= MPBEHAVIOUR
}];
____________________________________________________________________________________________
</sqf>
}}
}}
<h3 style='display:none'>Notes</h3>
<dl class='command_description'>
<!-- Note Section BEGIN -->
<!-- Note Section END -->
</dl>
<h3 style='display:none'>Bottom Section</h3>
[[Category:ArmA 2: New Scripting Commands List|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Interaction|{{uc:{{PAGENAME}}}}]]

Latest revision as of 21:24, 2 September 2024

Hover & click on the images for description

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 from last to first added; an input override should be set up in the first 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 Arma 3 logo black.png1.06 Code - the code which gets executed when event is triggered. Returning true in event handler code will override default engine handling for keyboard events. Several Magic Variables are available:
  • Event Handler parameters are accessible via _this
  • The Event Handler type is available as _thisEvent
  • The Event Handler index is available as _thisEventHandler
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:
disableSerialization displayRemoveAllEventHandlers displayRemoveEventHandler displaySetEventHandler ctrlAddEventHandler UI Event Handlers findDisplay DIK Key Codes 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
Axyl - c
Posted on Mar 10, 2014 - 14:52 (UTC)
From within an Addon, you must assign the events from a spawned script. e.g.
0 spawn { findDisplay 46 displayAddEventHandler ["KeyDown", "_this call my_KeyDownFunctionhandler"]; };
Pigneedle - c
Posted on Jan 22, 2016 - 08:15 (UTC)
Be sure to wait until the main display is initialized before using this command by using:
Nelis75733126 - c
Posted on May 28, 2017 - 11:32 (UTC)
use ( #define) if you want displayAddEventHandler to use data defined in the same script. You can then integrate that data either directly, or by applying format to the second parameter.
DrSova - c
Posted on Aug 07, 2017 - 15:08 (UTC)

Using KeyUp you can't override default engine action by returning true

R3vo - c
Posted on Jun 26, 2021 - 16:17 (UTC)
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 }];