GUI Tutorial: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
(removed Introduction section to follow BIKI guidelines)
(added advanced part, BIS_fnc_initDisplay)
Line 1: Line 1:
{{TOC|side}}
{{TOC|side}}


This page will guide you through the first basic steps of UI creation in Arma 3. For some more advanced usage you can try and look at how Arma 3 handles its UIs.
This page will teach you how to create your first own UI. The second part of this page will dive deeper into the possibilities of Arma 3 UIs.
<!-- TODO: check out [[Arma 3: GUI Framework]].-->
 
== Terminology ==
= The Basics =
=== Terminology ===
Before we begin let us clear up some words and their meaning:
Before we begin let us clear up some words and their meaning:
{| class="wikitable"  
{| class="wikitable"  
Line 23: Line 24:
|}
|}


= Config =
== Config ==
You will need files for the following parts:
You will need files for the following parts:
* A config
* A config
Line 40: Line 41:
If you are making a mod the description.ext will be called config.cpp and there is no mission.sqm. We will call the description.ext and config.cpp the main config to cover both.
If you are making a mod the description.ext will be called config.cpp and there is no mission.sqm. We will call the description.ext and config.cpp the main config to cover both.


== Main Config Content ==
=== Main Config Content ===
All display classes are defined in here. Since the config can get very long we will instead include the files in one another with the {{ic|#include}} [[PreProcessor_Commands#.23include|preprocessor]]:
All display classes are defined in here. Since the config can get very long we will instead include the files in one another with the {{ic|#include}} [[PreProcessor_Commands#.23include|preprocessor]]:
<syntaxhighlight lang=cpp>#include "UI\BaseControls.hpp"
<syntaxhighlight lang=cpp>#include "UI\BaseControls.hpp"
#include "UI\RscDisplayName.hpp"</syntaxhighlight>
#include "UI\RscDisplayName.hpp"</syntaxhighlight>


== Parent Controls ==
=== Parent Controls ===
Also known as base controls. They are the controls that we will be inheriting from. This means that we will copy the content of the parent class without having to rewrite every class. Each parent class has its own unique functionality or appearance determined by their attributes, for example the color of the background is determined by the {{ic|colorBackground}} attribute. If we inherit from this parent class then our dialog control will have the same background color as the parent class. The concept of class inheritance is explained [[Class_Inheritance|here]]. There are three ways to declare these base classes.
Also known as base controls. They are the controls that we will be inheriting from. This means that we will copy the content of the parent class without having to rewrite every class. Each parent class has its own unique functionality or appearance determined by their attributes, for example the color of the background is determined by the {{ic|colorBackground}} attribute. If we inherit from this parent class then our dialog control will have the same background color as the parent class. The concept of class inheritance is explained [[Class_Inheritance|here]]. There are three ways to declare these base classes.


=== Import Classes Via import Keyword (Mission Only) ===
==== Import Classes Via import Keyword (Mission Only) ====
{{GVI|arma3|2.02}} You can use the base classes from the game config by using the [[import]] keyword:
{{GVI|arma3|2.02}} You can use the base classes from the game config by using the [[import]] keyword:
<syntaxhighlight lang=cpp>import RscObject;
<syntaxhighlight lang=cpp>import RscObject;
Line 87: Line 88:
import RscCheckBox;</syntaxhighlight>
import RscCheckBox;</syntaxhighlight>


=== Declare Classes (Addon Only) ===
==== Declare Classes (Addon Only) ====
We have access to the classes from the game's config when we declare them beforehand.
We have access to the classes from the game's config when we declare them beforehand.
<syntaxhighlight lang=cpp>class RscObject;
<syntaxhighlight lang=cpp>class RscObject;
Line 126: Line 127:
class RscCheckBox;</syntaxhighlight>
class RscCheckBox;</syntaxhighlight>


=== Export Classes Via BIS_fnc_exportGUIBaseClasses ===
==== Export Classes Via BIS_fnc_exportGUIBaseClasses ====
{{Feature|obsolete}}
{{Feature|obsolete}}
Run this command from the debug console:
Run this command from the debug console:
Line 132: Line 133:
The result is copied to the clipboard. Paste it into BaseControls.hpp.
The result is copied to the clipboard. Paste it into BaseControls.hpp.


== Display Config ==
=== Display Config ===
A display class looks like this:
A display class looks like this:
<syntaxhighlight lang=cpp>class RscDisplayName
<syntaxhighlight lang=cpp>class RscDisplayName
Line 150: Line 151:
{{ic|Controls}} contains all important controls, for example buttons.
{{ic|Controls}} contains all important controls, for example buttons.


=== Controls Config ===
==== Controls Config ====
The most common way to create a UI in Arma 3 is via the [[Arma 3: User Interface Editor]]. The BIKI page contains a tutorial on it too. You might also be interested in some of the external UI editors listed [https://forums.bohemia.net/forums/topic/226269-tools-utilities-compilation-list-for-arma3/ here].
The most common way to create a UI in Arma 3 is via the [[Arma 3: User Interface Editor]]. The BIKI page contains a tutorial on it too. You might also be interested in some of the external UI editors listed [https://forums.bohemia.net/forums/topic/226269-tools-utilities-compilation-list-for-arma3/ here].


Line 168: Line 169:
{{Navbox/CT}}
{{Navbox/CT}}


== HUDs ==
=== HUDs ===
A Head-Up-Display is just another type of display in Arma 3. All of the above applies to them too. The differences are:
A Head-Up-Display is just another type of display in Arma 3. All of the above applies to them too. The differences are:
* The player will be able to move and look around while the display is open but can not interact with it.
* The player will be able to move and look around while the display is open but can not interact with it.
Line 196: Line 197:
{...</syntaxhighlight>
{...</syntaxhighlight>


= Scripting =
== Scripting ==
To bring your dialog to life you will need to know how to influence it with sqf commands. A list of all available UI related commands can be found [[:Category:Command_Group:_GUI_Control|here]]. A list of GUI related functions can be found [[:Category:Function_Group:_GUI|here]]. Some control types have special commands such as [[lbAdd]] to add an item to a listbox. A list of commands that are related to the control type can be found on the control type's BIKI page.<br>
To bring your dialog to life you will need to know how to influence it with sqf commands. A list of all available UI related commands can be found [[:Category:Command_Group:_GUI_Control|here]]. A list of GUI related functions can be found [[:Category:Function_Group:_GUI|here]]. Some control types have special commands such as [[lbAdd]] to add an item to a listbox. A list of commands that are related to the control type can be found on the control type's BIKI page.<br>
== createDialog vs createDisplay vs cutRsc ==
=== createDialog vs createDisplay vs cutRsc ===
[[createDialog]], [[createDisplay]] and [[cutRsc]] (for [[#HUDs|HUDs]]) have all their own unique use cases. Here is an overview over what each command does or does not do:
[[createDialog]], [[createDisplay]] and [[cutRsc]] (for [[#HUDs|HUDs]]) have all their own unique use cases. Here is an overview over what each command does or does not do:
{| class="wikitable"  
{| class="wikitable"  
Line 243: Line 244:
|}
|}


== User Interface Event Handlers ==
=== User Interface Event Handlers ===
User interface event handlers (UIEH) are a way to detect changes to the UI. A list of them can be found [[User_Interface_Event_Handlers|here]]. Once again, different control types have different UIEHs. For example onButtonClick will detect when a button is clicked. The arguments that are passed to the script also depend on the UIEH. The onButtonClick event will pass the button itself as the only argument in the _this variable. On the other hand onLBSelChanged will pass the control and the selected index as arguments into the script. Since the UIEH is a different script instance, all previously defined local variables will not be available in the code. There are two ways to add an UIEH to a control:
User interface event handlers (UIEH) are a way to detect changes to the UI. A list of them can be found [[User_Interface_Event_Handlers|here]]. Once again, different control types have different UIEHs. For example onButtonClick will detect when a button is clicked. The arguments that are passed to the script also depend on the UIEH. The onButtonClick event will pass the button itself as the only argument in the _this variable. On the other hand onLBSelChanged will pass the control and the selected index as arguments into the script. Since the UIEH is a different script instance, all previously defined local variables will not be available in the code. There are two ways to add an UIEH to a control:


=== Adding UIEHs via config ===
==== Adding UIEHs via config ====
The UIEH is given as an attribute of the control's class like this:
The UIEH is given as an attribute of the control's class like this:
<syntaxhighlight lang=cpp>class ClickMe: RscButton
<syntaxhighlight lang=cpp>class ClickMe: RscButton
Line 260: Line 261:
The UIEH's name always starts with "on". The code that should be executed is given as a string.
The UIEH's name always starts with "on". The code that should be executed is given as a string.


=== Adding UIEHs via script ===
==== Adding UIEHs via script ====
To add UIEHs you can also use [[ctrlAddEventHandler]]. In this case the UIEH does NOT start with "on"!
To add UIEHs you can also use [[ctrlAddEventHandler]]. In this case the UIEH does NOT start with "on"!
<code>{{cc|This script does the same as the config example}}
<code>{{cc|This script does the same as the config example}}
Line 270: Line 271:
}];</code>
}];</code>


== UI Variables and Serialization ==
=== UI Variables and Serialization ===
Variables containing [[Display|Displays]] or [[Control|Controls]] are not serializable, meaning they can not be stored in save files such as those used by [[saveGame]] and [[loadGame]].
Variables containing [[Display|Displays]] or [[Control|Controls]] are not serializable, meaning they can not be stored in save files such as those used by [[saveGame]] and [[loadGame]].
While treating UI variables like other variables does not crash the game when saving, it is at least bad practice and leads to error log entries (see [[Crash Files]]).<br>
While treating UI variables like other variables does not crash the game when saving, it is at least bad practice and leads to error log entries (see [[Crash Files]]).<br>
Line 297: Line 298:
  _myCtrl [[ctrlSetText]] _text;
  _myCtrl [[ctrlSetText]] _text;


= Final Result =
== Final Result ==
== description.ext or config.cpp ==
=== description.ext or config.cpp ===
<syntaxhighlight lang=cpp>
<syntaxhighlight lang=cpp>
#include "\a3\ui_f\hpp\defineCommonGrids.inc"
#include "\a3\ui_f\hpp\defineCommonGrids.inc"
Line 308: Line 309:
};</syntaxhighlight>
};</syntaxhighlight>


== BaseControls.hpp (from BIS_fnc_exportGUIBaseClasses) ==
=== BaseControls.hpp (from BIS_fnc_exportGUIBaseClasses) ===
{{Feature|Informative|Due to the lenght of this file it is not included here. It is exactly the output as described in [[#Export Classes Via BIS_fnc_exportGUIBaseClasses|this section]].}}
{{Feature|Informative|Due to the lenght of this file it is not included here. It is exactly the output as described in [[#Export Classes Via BIS_fnc_exportGUIBaseClasses|this section]].}}


== RscDisplayMyDialog.hpp ==
=== RscDisplayMyDialog.hpp ===
<syntaxhighlight lang=cpp>class RscDisplayMyDialog
<syntaxhighlight lang=cpp>class RscDisplayMyDialog
{
{
Line 342: Line 343:
};</syntaxhighlight>
};</syntaxhighlight>


== RscMyHUD.hpp ==
=== RscMyHUD.hpp ===
<syntaxhighlight lang=cpp>class RscMyHUD
<syntaxhighlight lang=cpp>class RscMyHUD
{
{
Line 364: Line 365:
};</syntaxhighlight>
};</syntaxhighlight>


= Summary =
== Summary ==
* A UI consists of the following parts:
* A UI consists of the following parts:
** Base controls to inherit from
** Base controls to inherit from
Line 375: Line 376:
* UIEHs can detect interactions with the UI
* UIEHs can detect interactions with the UI


= Afterword =
== Afterword ==
Now it is up to you to create some UIs. If you have questions feel free to ask them on the BI Forums for [https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/ mission makers] or [https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/ addon makers]. You can also find a Discord channel dedicated to GUI editing on the [https://discord.com/invite/arma Arma 3 Discord].
Now it is up to you to create some UIs. If you have questions feel free to ask them on the BI Forums for [https://forums.bohemia.net/forums/forum/154-arma-3-mission-editing-scripting/ mission makers] or [https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/ addon makers]. You can also find a Discord channel dedicated to GUI editing on the [https://discord.com/invite/arma Arma 3 Discord].
<!--If you have gained a little experience and have more questions you can take a look at [[Arma 3: GUI Framework]] to see how the displays in Arma 3 are handled.-->
 
= Advanced UI Creation =
This part will list some of the more advanced techniques to create and handle UIs. The list is somewhat unordered, as it is more of a list of "nice to know" things.
 
== [[BIS_fnc_initDisplay]] ==
{{Feature|informative|Only available for addons!}}
When creating a mod you are able to utilize [[BIS_fnc_initDisplay]] which will handle parts of your UI. As an example we will be taking a look at an Arma 3 display called {{ic|RscDisplayAAR}}.
 
=== Compiling display script to uiNamespace ===
The partial config of {{ic|RscDisplayAAR}} looks like this:
<syntaxhighlight lang=cpp>class RscDisplayAAR
{
scriptName = "RscDisplayAAR";
scriptPath = "GUI";
onLoad = "[""onLoad"",_this,""RscDisplayAAR"",'GUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')";
onUnload = "[""onUnload"",_this,""RscDisplayAAR"",'GUI'] call (uinamespace getvariable 'BIS_fnc_initDisplay')";
idd = 2121;
//...</syntaxhighlight>
 
We can utilize the {{ic|INIT_DISPLAY}} macro from "\a3\ui_f\hpp\defineCommon.inc" to shorten that config:
<syntaxhighlight lang=cpp>#include "\a3\ui_f\hpp\defineCommon.inc"
class RscDisplayAAR
{
INIT_DISPLAY(RscDisplayAAR,GUI)
idd = 2121;
//...</syntaxhighlight>
 
Now let's see what these attributes do. On game start [[BIS_fnc_initDisplay]] will look through the following configs to search for UIs:
* configFile
* configFile >> "RscTitles"
* configFile >> "RscIngameUI"
* configFile >> "Cfg3den" >> "Attributes"
If a class has the attributes {{ic|scriptName}} and {{ic|scriptPath}} (and the attribute {{ic|scriptIsInternal}} is not defined or 0) then the display function is compiled into uiNamespace in the following way:
* {{ic|scriptPath}} points to a config attribute in {{ic|configFile >> "CfgScriptPaths"}}
* The value of that attribute points to a folder which contains the sqf file with the name provided by {{ic|scriptName}}
* This script is compiled to uiNamespace as the value given by the {{ic|scriptName}} attribute and appended by "_script"
In case of {{ic|RscDisplayAAR}}:
* {{ic|scriptPath}} is "GUI"
* The value of the attribute "GUI" from {{ic|configFile >> "CfgScriptPaths"}} is "A3\ui_f\scripts\GUI\"
* The script "A3\ui_f\scripts\GUI\RscDisplayAAR.sqf" is compiled as {{ic|RscDisplayAAR_script}} to uiNamespace
 
=== Handling onLoad and onUnload UIEHs ===
[[BIS_fnc_initDisplay]] is meant to be called from the onLoad and onUnload UIEH of the display as you can see in the config above. In both UIEHs the display's function is called with the following parameters:
<code>params ["_mode", "_params", "_class"];</code>
* _mode: [[String]] - either "onLoad" or "onUnload"
* _params: [[Array]] - The parameters of the [[User_Interface_Event_Handlers#onLoad|onLoad]] or [[User_Interface_Event_Handlers#onUnload|onUnload]] UIEH
* _class: [[String]] - The classname of the display
 
Here is an overview of the variables that are introduced by BIS_fnc_initDisplay. All variables are updated in the onLoad and onUnload UIEH.
{| class="wikitable"
|-
! Variable !! Namespace !! Explanation !! Example
|-
| RscDisplayName_script || [[uiNamespace]] || The display's script as defined by the {{ic|scriptPath}} and {{ic|scriptName}} attributes || {{ic|_script {{=}} uiNamespace getVariable "RscDisplayAAR_script"}}
|-
| RscDisplayName || [[uiNamespace]] || Reference to the display which can be used with [[:Category:Command_Group:_GUI_Control|GUI commands]] || {{ic|_display {{=}} uiNamespace getVariable "RscDisplayAAR"}}
|-
| BIS_fnc_initDisplay_configClass || Display || Config path of the display || _configName {{=}} _display getVariable "BIS_fnc_initDisplay_configClass"
|-
| PREFIX_displays || [[uiNamespace]] || List of open displays with the PREFIX provided as the fourth param of the function || {{ic|_displays {{=}} uiNamespace getVariable "GUI_displays";}}
|}


[[Category:Arma: Tutorials]] [[Category:GUI_Topics]]
[[Category:Arma: Tutorials]] [[Category:GUI_Topics]]

Revision as of 18:49, 30 March 2021

This page will teach you how to create your first own UI. The second part of this page will dive deeper into the possibilities of Arma 3 UIs.

The Basics

Terminology

Before we begin let us clear up some words and their meaning:

Term Meaning
UI User Interface. What the player will see. Also: GUI (Graphical User Interface, IGUI (meaning not entierly clear, used for HUDs in Arma), display, dialog.
Dialog/Display Generally speaking they are the same. There are a few tiny differences between these two terms which will be explained in this section later on.
HUD Heads-up-Display. A type of display for displaying information that does not interfere with the player's controls.
UIEH User Interface Event Handler. Detects changes to the UI. Explained in this section.

Config

You will need files for the following parts:

  • A config
  • Basic control classes
  • A display config

Your folder structure could look something like this: mission.World/ ├── mission.sqm ├── description.ext ├── UI/ │ ├── BaseControls.hpp │ ├── RscDisplayName.hpp

If you are making a mod the description.ext will be called config.cpp and there is no mission.sqm. We will call the description.ext and config.cpp the main config to cover both.

Main Config Content

All display classes are defined in here. Since the config can get very long we will instead include the files in one another with the #include preprocessor:

#include "UI\BaseControls.hpp"
#include "UI\RscDisplayName.hpp"

Parent Controls

Also known as base controls. They are the controls that we will be inheriting from. This means that we will copy the content of the parent class without having to rewrite every class. Each parent class has its own unique functionality or appearance determined by their attributes, for example the color of the background is determined by the colorBackground attribute. If we inherit from this parent class then our dialog control will have the same background color as the parent class. The concept of class inheritance is explained here. There are three ways to declare these base classes.

Import Classes Via import Keyword (Mission Only)

Arma 3 logo black.png2.02 You can use the base classes from the game config by using the import keyword:

import RscObject;
import RscText;
import RscFrame;
import RscLine;
import RscProgress;
import RscPicture;
import RscPictureKeepAspect;
import RscVideo;
import RscHTML;
import RscButton;
import RscShortcutButton;
import RscEdit;
import RscCombo;
import RscListBox;
import RscListNBox;
import RscXListBox;
import RscTree;
import RscSlider;
import RscXSliderH;
import RscActiveText;
import RscActivePicture;
import RscActivePictureKeepAspect;
import RscStructuredText;
import RscToolbox;
import RscControlsGroup;
import RscControlsGroupNoScrollbars;
import RscControlsGroupNoHScrollbars;
import RscControlsGroupNoVScrollbars;
import RscButtonTextOnly;
import RscButtonMenu;
import RscButtonMenuOK;
import RscButtonMenuCancel;
import RscButtonMenuSteam;
import RscMapControl;
import RscMapControlEmpty;
import RscCheckBox;

Declare Classes (Addon Only)

We have access to the classes from the game's config when we declare them beforehand.

class RscObject;
class RscText;
class RscFrame;
class RscLine;
class RscProgress;
class RscPicture;
class RscPictureKeepAspect;
class RscVideo;
class RscHTML;
class RscButton;
class RscShortcutButton;
class RscEdit;
class RscCombo;
class RscListBox;
class RscListNBox;
class RscXListBox;
class RscTree;
class RscSlider;
class RscXSliderH;
class RscActiveText;
class RscActivePicture;
class RscActivePictureKeepAspect;
class RscStructuredText;
class RscToolbox;
class RscControlsGroup;
class RscControlsGroupNoScrollbars;
class RscControlsGroupNoHScrollbars;
class RscControlsGroupNoVScrollbars;
class RscButtonTextOnly;
class RscButtonMenu;
class RscButtonMenuOK;
class RscButtonMenuCancel;
class RscButtonMenuSteam;
class RscMapControl;
class RscMapControlEmpty;
class RscCheckBox;

Export Classes Via BIS_fnc_exportGUIBaseClasses

🕖
The following information is obsolete.

Run this command from the debug console: ["Default"] call BIS_fnc_exportGUIBaseClasses; The result is copied to the clipboard. Paste it into BaseControls.hpp.

Display Config

A display class looks like this:

class RscDisplayName
{
	idd = 1234;
	class ControlsBackground
	{
	};
	class Controls
	{
	};
};

RscDisplayName is the name of the display which will be used in the createDisplay/createDialog commands.
idd is the identification number for the display. It is used in the findDisplay command. It is mandatory to have it defined. If you don't intend to use the idd you can set it to -1.
ControlsBackground contains all controls that should stay in the background, for example the dark background of the display.
Controls contains all important controls, for example buttons.

Controls Config

The most common way to create a UI in Arma 3 is via the Arma 3: User Interface Editor. The BIKI page contains a tutorial on it too. You might also be interested in some of the external UI editors listed here.

A possible output from the GUI Editor might look like this:

class RscButton_1600: RscButton
{
	idc = 1600;
	x = GUI_GRID_CENTER_X + 0 * GUI_GRID_CENTER_W;
	y = GUI_GRID_CENTER_Y + 0 * GUI_GRID_CENTER_H;
	w = 40 * GUI_GRID_CENTER_W;
	h = 25 * GUI_GRID_CENTER_H;
};

The idc is the identification number for a control. It is used in the displayCtrl command and can be returned by the ctrlIDC command.
x and y determine the position of the control. w and h determine the size. These numbers are given in screen coordinates. They are somewhat complicated so read about them on the linked page. In the example the GUI_GRID_CENTER_X/Y/W/H macro is used to keep the UI in the middle of the screen on all possible screen resolutions and UI sizes.
Apart from the editable attributes in the GUI Editor there are even more. Which exactly depends on the type of the control. Here is an overview over all available control types (CTs).


HUDs

A Head-Up-Display is just another type of display in Arma 3. All of the above applies to them too. The differences are:

  • The player will be able to move and look around while the display is open but can not interact with it.
  • The display class has to be listed as part of the RscTitles class:
#include "UI\BaseControls.hpp"
class RscTitles
{
	#include "UI\RscMyHUD.hpp"
};
  • The display class needs the duration attribute. It determines how long the display will stay on screen. You can choose a large number to make it stay "forever", for example 10^6 (scientific notation: 1e+6) seconds.
class RscMyHUD
{
	idd = -1;
	duration = 1e+6;
	{...
  • The commands for controlling the display are also different:
    • HUDs are created with cutRsc.
    • findDisplay does not work on RscTitles displays. Save the display as a variable to uiNamespace instead. You can get the display with the following code:

uiNamespace getVariable ["RscMyHUD", displayNull];

class RscMyHUD
{
	idd = -1;
	onLoad = "uiNamespace setVariable ['RscMyHUD', _this select 0];";
	duration = 1e+6;
	class Controls
	{...

Scripting

To bring your dialog to life you will need to know how to influence it with sqf commands. A list of all available UI related commands can be found here. A list of GUI related functions can be found here. Some control types have special commands such as lbAdd to add an item to a listbox. A list of commands that are related to the control type can be found on the control type's BIKI page.

createDialog vs createDisplay vs cutRsc

createDialog, createDisplay and cutRsc (for HUDs) have all their own unique use cases. Here is an overview over what each command does or does not do:

createDialog createDisplay cutRsc
Interactable Checked Checked Unchecked
Player can move Unchecked Depends on the parent display. Checked
Player can look around Unchecked Unchecked Checked
Escape closes display Checked Checked Unchecked
Can be returned by findDisplay Checked Checked Unchecked
Returns created display Unchecked Checked Unchecked
Can be created on top of another display Checked (not recommended) Checked (preferred method) Checked (will coexist with other displays but is still not interactable with)

User Interface Event Handlers

User interface event handlers (UIEH) are a way to detect changes to the UI. A list of them can be found here. Once again, different control types have different UIEHs. For example onButtonClick will detect when a button is clicked. The arguments that are passed to the script also depend on the UIEH. The onButtonClick event will pass the button itself as the only argument in the _this variable. On the other hand onLBSelChanged will pass the control and the selected index as arguments into the script. Since the UIEH is a different script instance, all previously defined local variables will not be available in the code. There are two ways to add an UIEH to a control:

Adding UIEHs via config

The UIEH is given as an attribute of the control's class like this:

class ClickMe: RscButton
{
	idc = -1;
	text = "Click Me!";
	onButtonClick = "hint 'You clicked the button!';"; // Display a hint when clicked upon
	x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;
	y = GUI_GRID_CENTER_Y + 12 * GUI_GRID_CENTER_H;
	w = 20 * GUI_GRID_CENTER_W;
	h = 1 * GUI_GRID_CENTER_H;
};

The UIEH's name always starts with "on". The code that should be executed is given as a string.

Adding UIEHs via script

To add UIEHs you can also use ctrlAddEventHandler. In this case the UIEH does NOT start with "on"! // This script does the same as the config example _display = findDisplay 1234; _ctrl = _display displayCtrl 1000; _ctrl ctrlAddEventHandler ["ButtonClick", { // Notice the missing "on"! params ["_ctrl"]; hint "You clicked the button!"; }];

UI Variables and Serialization

Variables containing Displays or Controls are not serializable, meaning they can not be stored in save files such as those used by saveGame and loadGame. While treating UI variables like other variables does not crash the game when saving, it is at least bad practice and leads to error log entries (see Crash Files).
UI variables should therefore be used properly like so:

Use the uiNamespace to store UI variables outside of scripts and functions.

// Wrong, stores MissionDisplay in the missionNamespace:
MissionDisplay = findDisplay 46;
// Correct:
with uiNamespace do {
	MissionDisplay = findDisplay 46;
};
// Also correct:
uiNamespace setVariable ["MissionDisplay", findDisplay 46];

Use disableSerialization before introducing UI variables in scripts and functions.

// Wrong:
params [["_myCtrl", controlNull, [controlNull]], ["_text", "", [""]]];
_myCtrl ctrlSetText _text;
// Correct:
disableSerialization;
params [["_myCtrl", controlNull, [controlNull]], ["_text", "", [""]]];
_myCtrl ctrlSetText _text;

Final Result

description.ext or config.cpp

#include "\a3\ui_f\hpp\defineCommonGrids.inc"
#include "UI\BaseControls.hpp"
#include "UI\RscDisplayMyDialog.hpp"
class RscTitles
{
	#include "UI\RscMyHUD.hpp"
};

BaseControls.hpp (from BIS_fnc_exportGUIBaseClasses)

Due to the lenght of this file it is not included here. It is exactly the output as described in this section.

RscDisplayMyDialog.hpp

class RscDisplayMyDialog
{
	idd = 1234;
	class ControlsBackground
	{
		class Background: RscText
		{
			idc = -1;
			x = GUI_GRID_CENTER_X;
			y = GUI_GRID_CENTER_Y;
			w = 40 * GUI_GRID_CENTER_W;
			h = 25 * GUI_GRID_CENTER_H;
			colorBackground[] = {0,0,0,0.8};
		};
	};
	class Controls
	{
		class ClickMe: RscButton
		{
			idc = -1;
			text = "Click Me!";
			onButtonClick = "hint 'You clicked the button!';";
			x = GUI_GRID_CENTER_X + 10 * GUI_GRID_CENTER_W;
			y = GUI_GRID_CENTER_Y + 12 * GUI_GRID_CENTER_H;
			w = 20 * GUI_GRID_CENTER_W;
			h = 1 * GUI_GRID_CENTER_H;
		};
	};
};

RscMyHUD.hpp

class RscMyHUD
{
	idd = -1;
	onLoad = "uiNamespace setVariable ['RscMyHUD', _this select 0];";
	duration = 10;
	fadeIn = 1;
	fadeOut = 1;
	class Controls
	{
		class CenterText: RscStructuredText
		{
			text = "This text box will stay here for 10 seconds. You can still move and look around.";
			x = GUI_GRID_CENTER_X;
			y = GUI_GRID_CENTER_Y;
			w = 40 * GUI_GRID_CENTER_W;
			h = 25 * GUI_GRID_CENTER_H;
			colorBackground[] = {0,0,0,0.8};
		};
	};
};

Summary

  • A UI consists of the following parts:
    • Base controls to inherit from
    • The display
    • UIEHs
  • You can get the base controls in a few different ways
  • The display contains a list of (non) interactable controls
  • These controls can have different styles and functionalities
  • You can use the GUI Editor or external tools to have a "What You See Is What You Get" approach
  • UIEHs can detect interactions with the UI

Afterword

Now it is up to you to create some UIs. If you have questions feel free to ask them on the BI Forums for mission makers or addon makers. You can also find a Discord channel dedicated to GUI editing on the Arma 3 Discord.

Advanced UI Creation

This part will list some of the more advanced techniques to create and handle UIs. The list is somewhat unordered, as it is more of a list of "nice to know" things.

BIS_fnc_initDisplay

Only available for addons!

When creating a mod you are able to utilize BIS_fnc_initDisplay which will handle parts of your UI. As an example we will be taking a look at an Arma 3 display called RscDisplayAAR.

Compiling display script to uiNamespace

The partial config of RscDisplayAAR looks like this:

class RscDisplayAAR
{
	scriptName = "RscDisplayAAR";
	scriptPath = "GUI";
	onLoad = "[""onLoad"",_this,""RscDisplayAAR"",'GUI'] call 	(uinamespace getvariable 'BIS_fnc_initDisplay')";
	onUnload = "[""onUnload"",_this,""RscDisplayAAR"",'GUI'] call 	(uinamespace getvariable 'BIS_fnc_initDisplay')";
	idd = 2121;
	//...

We can utilize the INIT_DISPLAY macro from "\a3\ui_f\hpp\defineCommon.inc" to shorten that config:

#include "\a3\ui_f\hpp\defineCommon.inc"
class RscDisplayAAR
{
	INIT_DISPLAY(RscDisplayAAR,GUI)
	idd = 2121;
	//...

Now let's see what these attributes do. On game start BIS_fnc_initDisplay will look through the following configs to search for UIs:

  • configFile
  • configFile >> "RscTitles"
  • configFile >> "RscIngameUI"
  • configFile >> "Cfg3den" >> "Attributes"

If a class has the attributes scriptName and scriptPath (and the attribute scriptIsInternal is not defined or 0) then the display function is compiled into uiNamespace in the following way:

  • scriptPath points to a config attribute in configFile >> "CfgScriptPaths"
  • The value of that attribute points to a folder which contains the sqf file with the name provided by scriptName
  • This script is compiled to uiNamespace as the value given by the scriptName attribute and appended by "_script"

In case of RscDisplayAAR:

  • scriptPath is "GUI"
  • The value of the attribute "GUI" from configFile >> "CfgScriptPaths" is "A3\ui_f\scripts\GUI\"
  • The script "A3\ui_f\scripts\GUI\RscDisplayAAR.sqf" is compiled as RscDisplayAAR_script to uiNamespace

Handling onLoad and onUnload UIEHs

BIS_fnc_initDisplay is meant to be called from the onLoad and onUnload UIEH of the display as you can see in the config above. In both UIEHs the display's function is called with the following parameters: params ["_mode", "_params", "_class"];

Here is an overview of the variables that are introduced by BIS_fnc_initDisplay. All variables are updated in the onLoad and onUnload UIEH.

Variable Namespace Explanation Example
RscDisplayName_script uiNamespace The display's script as defined by the scriptPath and scriptName attributes _script = uiNamespace getVariable "RscDisplayAAR_script"
RscDisplayName uiNamespace Reference to the display which can be used with GUI commands _display = uiNamespace getVariable "RscDisplayAAR"
BIS_fnc_initDisplay_configClass Display Config path of the display _configName = _display getVariable "BIS_fnc_initDisplay_configClass"
PREFIX_displays uiNamespace List of open displays with the PREFIX provided as the fourth param of the function _displays = uiNamespace getVariable "GUI_displays";