DialogControls-Buttons: Difference between revisions

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===TextPos/HitZone/ShortcutPos===
===TextPos/HitZone===
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! colspan="3" bgcolor="#bbbbff" | Properties
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| '''Left'''
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| '''Bottom'''
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===ShortcutPos===
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! bgcolor="#ddddff" | Name
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===Attributes/Image classes===
===Attributes/Image classes===
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{| border="1" align="left" cellpadding="3" cellspacing="0" |

Revision as of 13:35, 30 January 2012

General

TokenNames common to most controls, such as x,y,w,h,text,idc... are not listed here.

Buttons are one way to add interactivity to your dialogs. Their corresponding type property is CT_BUTTON.

Buttons can have different states (see screenshot) and will render slightly different to give the user a visual feedback on the button's state:

  • Enabled: the button has not been disabled, it currently doesn't have any mouse or keyboard related focus
  • Disabled: the button has been explicitly disabled. It will not be clickable.
  • Enabled + Focused: As enabled; additionally it will have a small border of the color defined in the colorFocused property. This occurs when the button currently has focus (ie. is the default button or has been selected via the Tab key).
  • Enabled + Active: As enabled; additionally it will have a different background as specified in the colorBackgroundActive background. This occurs when the mouse is currently hovering over an unfocused button.
  • Enabled + Active + Focused: The combined result of the above two states. The mouse is currently hovering over the button in question and it has input focus.

Button can also have code attached to it in the action property. This code will be run when the button is clicked. Most often, you will have at least one button that closes the dialog via closeDialog. In this case you can provide 0 as the right-side parameter to close the currently open dialog.

Reserved IDC's

The engine reserves:

IDC=1 for (contextually) OK, or CONTINUE
IDC=2 for (contextually) CANCEL, ESCAPE, ABORT

If you use these idc values, no action, no script, no event handler will operate on them.

CT_BUTTON=1

Properties
Name Type Remark
action string a statement that is executed when the button is not disabled and clicked
attributes class Possibly an irrelevant xbox class
BorderSize float thickness of border
default boolean Whether or not this button is the dialog's initially selected button
colorDisabled color array text color, if the control has been disabled via ctrlEnable
colorFocused color array color when control has received focus via tabbing or scripted methods
colorShadow color array the color of the shadow
colorBorder color array the color of the border, if any
borderSize float the width of the border
colorBackgroundActive color array color when control has received focus via mouse-over
colorBackgroundDisabled color array background color, if the control has disabled via ctrlEnable
offsetX float the relative X offset between the button and its shadow
offsetY float the relative Y offset between the button and its shadow
offsetPressedX float the relative X offset between the button and its shadow, when it's pressed
offsetPressedY float the relative Y offset between the button and its shadow, when it's pressed
soundEnter sound array the sound to play, when the cursor enters the button's bounds
soundPush sound array the sound to play, when the button has been pushed
soundClick sound array the sound to play, when the button is being released
soundEscape sound array the sound to play, when the button has been pushed and the mouse button is released when not over the control
size float possibly an irrelevant xbox dialog
tooltip string some help phrase when you hover over button


Attributes class

Properties
Name Type Remark
font string
shadow integer
align string "center"
color color array "#000000"


  • Example:

class RscButton { access = 0; type = CT_BUTTON; style = ST_LEFT; x = 0; y = 0; w = 0.3; h = 0.1; text = ""; font = "TahomaB"; sizeEx = 0.04; colorText[] = {0,0,0,1}; colorDisabled[] = {0.3,0.3,0.3,1}; colorBackground[] = {0.6,0.6,0.6,1}; colorBackgroundDisabled[] = {0.6,0.6,0.6,1}; colorBackgroundActive[] = {1,0.5,0,1}; offsetX = 0.004; offsetY = 0.004; offsetPressedX = 0.002; offsetPressedY = 0.002; colorFocused[] = {0,0,0,1}; colorShadow[] = {0,0,0,1}; shadow = 0; colorBorder[] = {0,0,0,1}; borderSize = 0.008; soundEnter[] = {"",0.1,1}; soundPush[] = {"",0.1,1}; soundClick[] = {"",0.1,1}; soundEscape[] = {"",0.1,1}; }; class dialog { class controls { class OK:rscButton { idc=1;// fixed engine constant x=y=w=y=whatever; text="OK" default=true; }; class Cancel { idc=2; // fixed engine constant x=y=somewhere else default=false; }; }; };


The following example uses almost the same code as the buttons shown in the example screenshot.

The same button four times in different states
  • Example:

class MyButton { idc = -1; type = CT_BUTTON; style = ST_LEFT; default = false; font = FontM; sizeEx = 0.03; colorText[] = { 0, 0, 0, 1 }; colorFocused[] = { 1, 0, 0, 1 }; // border color for focused state colorDisabled[] = { 0, 0, 1, 0.7 }; // text color for disabled state colorBackground[] = { 1, 1, 1, 0.8 }; colorBackgroundDisabled[] = { 1, 1, 1, 0.5 }; // background color for disabled state colorBackgroundActive[] = { 1, 1, 1, 1 }; // background color for active state offsetX = 0.003; offsetY = 0.003; offsetPressedX = 0.002; offsetPressedY = 0.002; colorShadow[] = { 0, 0, 0, 0.5 }; colorBorder[] = { 0, 0, 0, 1 }; borderSize = 0; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "buttonpushed.ogg", 0.1, 1 }; soundClick[] = { "", 0, 1 }; // no sound soundEscape[] = { "", 0, 1 }; // no sound x = 0.4; y = 0.475; w = 0.2; h = 0.05; text = "Close"; action = "closeDialog 0; hint ""Dialog closed. You are good to go now!"""; };

CT_SHORTCUTBUTTON=16

Properties
Name Type Remark
action string
Attributes class
AttributesImage class
animTextureNormal texture
animTextureDisabled texture
animTextureOver texture
animTextureFocused texture
animTexturePressed texture
animTextureDefault texture
textureNoShortcut texture
color color
color2 color
colorActiveBackground color
colorBackground color
colorBackground2 color
colorDisabled color
default boolean
HitZone class
period float
periodFocus float
periodOver float
ShortcutPos class
Shadow integer 0,1 or 2
shortcuts array key short cuts. often over-ridden/ignored by engine
Size float possibly a typo, used in conjunction with sizeEx
soundEnter sound array
soundPush sound array
soundClick sound array
soundEscape sound array
TextPos class


TextPos/HitZone

Properties
Name Type Remark
Left float
Top float
Right float
Bottom float


ShortcutPos

Properties
Name Type Remark
Left float
Top float
w float clearly an inconsistency with 'right'
h float clearly an inconsistency with 'bottom'


Attributes/Image classes

Properties
Name Type Remark
font string
color HTML color
align string center, left, etc
shadow integer not image class


Example

class RscShortcutButton { type = 16; class HitZone { left = 0.0; top = 0.0; right = 1.0; bottom = 1.0; }; class ShortcutPos { left = 0.005; top = 0.005; w = 0.0225; h = 0.03; }; class TextPos { left = 0.02; top = 0.005; right = 0.005; bottom = 0.005; }; animTextureNormal = "#(argb,8,8,3)color(1,1,1,1)"; animTextureDisabled = "#(argb,8,8,3)color(0.3,0.3,0.3,1)"; animTextureOver = "#(argb,8,8,3)color(0.8,0.3,0,1)"; animTextureFocused = "#(argb,8,8,3)color(1,0.5,0,1)"; animTexturePressed = "#(argb,8,8,3)color(1,0,0,1)"; animTextureDefault = "#(argb,8,8,3)color(0,1,0,1)"; period = 0.1; periodFocus = 0.4; periodOver = 0.4; shortcuts[] = {}; textureNoShortcut = "#(argb,8,8,3)color(0,0,0,0)"; color[] = {0,0,0,0.6}; color2[] = {0,0,0,1}; colorDisabled[] = {0,0,0,0.3}; colorBackground[] = {1,1,1,1}; colorBackground2[] = {1,1,1,0.5}; text = ""; size = 0.04; class Attributes { font = "TahomaB"; color = "#000000"; align = "left"; shadow = 0; }; };

CT_ACTIVETEXT=11

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 it's 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.

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

  • For Arrohead, this is not true. The properties are there, and it might be an attempt to standardise, or to account for pictures
Properties
Name Type Remark
action string a statement that is executed when the control has been clicked
candrag boolean
blinkingPeriod float (Seconds) Makes the text start transparent, go to full opacity and back to full transparent in the amount of time specified.
color color array replaces colorText, standard text and underline color
colorActive color array text and underline color whenever the mouse hovers over the control
colorShade color array
colorFocused color
colorDisabled color
colorShade color
colorText color
colorBackground color array not applicable
colorBackground2 color array
default boolean Whether or not this control is the dialog's initially selected active text
pictureWidth/Height floats
sideDisabled argb
picture texture
sideToggle argb
textHeight float
soundEnter sound array the sound to play, when the cursor enters the button's bounds
soundDoubleClick sound array the sound to play, when the cursor enters the button's bounds
soundPush sound array the sound to play, when the button has been pushed
soundClick sound array the sound to play, when the button is being released
soundEscape sound array the sound to play, when the button has been pushed and the mouse button is released when not over the control.


The following example uses almost the same code as the controls shown in the example screenshot.

Simple dialog with three Active Text controls
  • Example:

class MyActiveText { idc = -1; type = CT_ACTIVETEXT; style = ST_LEFT; x = 0.75; y = 0.5; w = 0.2; h = 0.035; font = FontM; sizeEx = 0.024; color[] = { 1, 1, 1, 1 }; colorActive[] = { 1, 0.2, 0.2, 1 }; soundEnter[] = { "", 0, 1 }; // no sound soundPush[] = { "", 0, 1 }; soundClick[] = { "", 0, 1 }; soundEscape[] = { "", 0, 1 }; action = "hint ""Good choice!"""; text = "Text"; default = true; };