DialogControls-ProgressBar: Difference between revisions

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m (Added info about progressSetPosition)
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==Example==
==Example==
<code><nowiki>class RscProgress
<code>class RscProgress
{
{
access = 0;
type = 8;
type = 8;
style = 0;
style = 0;
colorFrame[] = {0,0,0,1};
colorFrame[] = {1,1,1,1};
colorBar[] = {1,1,1,1};
colorBar[] = {1,1,1,1};
texture = "#(argb,8,8,3)color(1,1,1,1)";
texture = "#(argb,8,8,3)color(1,1,1,1)";
w = 1;
w = 1.2;
h = 0.03;
h = 0.03;
shadow = 0;
};
};
};</nowiki></code>
class myProgressBar
{
idd = -1;
onLoad = "((_this [[select]] 0) [[displayCtrl]] -1) [[progressSetPosition]] 0.5";
class Controls
{
class Progress: RscProgress
{
idc = -1;
x = 0;
y = 0.3;
};
};
};</code>

Revision as of 22:51, 10 September 2013

CT_PROGRESS Type=8

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

Progress bars are handled by the engine internally. While it is technically possible to attach a progress bar to a dialog, there are no means to influence it (e.g. setting it's value). The progress bar will always stay at 0%. However, for ArmA 2 and up, the progressSetPosition command can be used to change the value.

Properties
Name Type Remark
colorFrame color array
colorBar color array
texture texture paa file. can take the form "#(argb,8,8,3)color(0,1,0,1)";


Example

class RscProgress { type = 8; style = 0; colorFrame[] = {0,0,0,1}; colorBar[] = {1,1,1,1}; texture = "#(argb,8,8,3)color(1,1,1,1)"; w = 1; h = 0.03; }; class myProgressBar { idd = -1; onLoad = "((_this select 0) displayCtrl -1) progressSetPosition 0.5"; class Controls { class Progress: RscProgress { idc = -1; x = 0; y = 0.3; }; }; };