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UI Control Class Library Reference
Source-verified 2026-06-21 against master f8a76de. Paths relative to Missions/[55-2hc]warfarev2_073v48co.chernarus/ unless noted. Arma 2 OA 1.64.
Rsc/Ressources.hpp is the mission's shared control-class library: the reusable Rsc* base controls that every dialog in Rsc/Dialogs.hpp and every HUD resource in Rsc/Titles.hpp inherits from. Rsc/Styles.hpp supplies the shared colour/border macros those controls reference. This page catalogs the base classes, the control-type / style constants they use, and the theme macros — the styling backbone of the whole UI.
Include order (from description.ext:45-57): Header.hpp → Styles.hpp → Parameters.hpp → Ressources.hpp → Dialogs.hpp → Titles.hpp (then Identities.hpp only when not VANILLA, description.ext:61). So Styles.hpp macros and Ressources.hpp base classes are defined before the dialogs that consume them.
Ressources.hpp:3-11 defines the A2-OA control-type ids used as each class's type:
| Constant | Value | Used by |
|---|---|---|
CT_STATIC |
0 |
RscText, RscPicture, RscFrame, IGUIBack
|
CT_BUTTON |
1 | RscButton |
CT_EDIT |
2 | RscEdit |
CT_COMBO |
4 | RscCombo |
CT_LISTBOX |
5 | RscListBox |
CT_CLICKABLETEXT |
11 | RscClickableText |
CT_STRUCTUREDTEXT |
13 |
RscStructuredText, RscStructuredTextB
|
CT_CONTROLS_GROUP |
15 | RscControlsGroup |
CT_LISTNBOX |
102 |
RscListnBox, RscListBoxA
|
Three more A2-OA engine type ids appear inline without a CT_ alias: 16 (shortcut button, RscShortcutButton:174), 43 (horizontal slider, RscXSliderH:488), and 101 (map control, RscMapControl:564).
Ressources.hpp:13-26 defines the bitwise style flags:
| Constant | Value | Meaning |
|---|---|---|
ST_POS / ST_HPOS / ST_VPOS
|
0x0F / 0x03 / 0x0C | position masks |
ST_LEFT / ST_RIGHT / ST_CENTER
|
0x00 / 0x01 / 0x02 | horizontal text align |
ST_DOWN / ST_UP / ST_VCENTER
|
0x04 / 0x08 / 0x0c | vertical text align |
ENABLE_SHADOW |
shadow = 2 |
drop-shadow macro |
ST_PICTURE |
48 | picture style |
ST_TEXT_BG |
128 | text-background fill |
Ressources.hpp:29-43 switches the accent colour and UI sounds on the VANILLA build flag:
| Macro |
VANILLA (base game) |
else (Arrowhead/CO) |
|---|---|---|
subcolor1 (accent) |
{0.7,1,0.7,1} green |
{1,1,0.7,1} yellow |
WFBE_SoundClick |
ui\ui_ok |
\ca\ui\data\sound\onclick |
WFBE_SoundEnter |
ui\ui_over |
\ca\ui\data\sound\onover |
WFBE_SoundEscape |
ui\ui_cc |
\ca\ui\data\sound\onescape |
Rsc/Styles.hpp (40 lines) defines the menu palette macros the controls and dialogs share, e.g. WFBE_Menu_Button_Color = {0.2588,0.7137,1,0.7} (Styles.hpp:33), WFBE_Menu_Button_Focused_Color (:35), WFBE_Menu_Button_Text_Color (:34), WFBE_Background_Color = {0,0,0,0.7} (:10), and the 0.2588,0.7137,1 "OA blue" reused as WFBE_OA_Icon (:2) across selects/titles. (RGB channels are shown rounded to 4 dp here; the source defines use full precision, e.g. {0.258823529, 0.713725490, 1, 0.7}.)
All defined in Rsc/Ressources.hpp. idc defaults to -2 (or -1 for non-interactive containers) so inheriting controls set their own.
| Class | Parent | type |
Notable defaults | Line |
|---|---|---|---|---|
RscControlsGroup |
— |
CT_CONTROLS_GROUP (15) |
idc=-1, style=ST_MULTI, V/H scrollbars + Controls{}
|
Ressources.hpp:46 |
RscPicture |
— | 0 |
style=48, w=0.275 h=0.04, WFBE sounds |
Ressources.hpp:81 |
RscPictureKeepAspect |
RscPicture |
0 |
style=0x30+0x800 (keep aspect); "Coin Menu" |
Ressources.hpp:97 |
IGUIBack |
— |
CT_STATIC (0) |
idc=124, style=ST_TEXT_BG, 0.6-alpha black fill |
Ressources.hpp:101 |
RscButton |
— | 1 |
style=0x02+0x100, h=0.036, Zeppelin32, mouse sounds |
Ressources.hpp:117 |
RscButton_Main |
RscButton |
1 | recolours to WFBE_Menu_Button_Color family |
Ressources.hpp:147 |
RscButton_Back |
RscButton |
1 |
0.04², text="<<"
|
Ressources.hpp:153 |
RscButton_Exit |
RscButton |
1 |
0.04², text="X", red background |
Ressources.hpp:160 |
RscShortcutButton |
— | 16 | textured IGUI button, HitZone/ShortcutPos/TextPos/Attributes
|
Ressources.hpp:173 |
RscIGUIShortcutButton |
RscShortcutButton |
16 |
style=2, igui textures |
Ressources.hpp:234 |
RscShortcutButtonMain |
RscShortcutButton |
16 | wider, blue, custom Client\Images over/focus/down textures |
Ressources.hpp:274 |
RscListBox |
— | 5 |
style=0+0x10, 4-col columns[], igui scrollbar |
Ressources.hpp:330 |
RscListnBox |
RscListBox |
102 |
style=16, rowHeight=0.03, no side arrows |
Ressources.hpp:361 |
RscListBoxA |
RscListBox |
102 |
style=16, rowHeight=0.03 (keeps side arrows) |
Ressources.hpp:373 |
RscText |
— | 0 |
style=256, h=0.037, sand text {0.93,0.90,0.55,0.9}
|
Ressources.hpp:384 |
RscText_Title |
RscText |
0 | OA-blue, sizeEx=0.045, shadow=1
|
Ressources.hpp:399 |
RscText_SubTitle |
RscText |
0 | OA-blue, sizeEx=0.035
|
Ressources.hpp:405 |
RscText_Small |
RscText |
0 | sizeEx=0.025 |
Ressources.hpp:411 |
RscEdit |
RscText |
CT_EDIT (2) |
autocomplete=true, OA-blue selection |
Ressources.hpp:418 |
RscStructuredText |
— | 13 |
style=0, colorText=subcolor1, Attributes block |
Ressources.hpp:428 |
RscFrame |
— |
CT_STATIC (0) |
style=64 (frame), idc=-1
|
Ressources.hpp:447 |
RscStructuredTextB |
— | 13 | white text; "for valhalla hud" | Ressources.hpp:461 |
RscXSliderH |
— | 43 |
style=0x400+0x10, ui slider textures |
Ressources.hpp:486 |
RscCombo |
— | 4 |
style=1, OA-blue select, igui combo arrows |
Ressources.hpp:504 |
RscClickableText |
— | 11 |
style=48+0x800, WFBE click/enter/escape sounds |
Ressources.hpp:541 |
RscMapControl |
— | 101 | full map renderer + Task/CustomMark/Legend + 25 map-icon subclasses (Bunker, Hospital, Church, Waypoint, …) |
Ressources.hpp:563 |
Every control inside the RscMenu_* dialog roots in Rsc/Dialogs.hpp inherits one of these base classes rather than redefining style. Examples: CA_Background : RscText (Dialogs.hpp:10), CA_Menu_Title : RscText_Title (Dialogs.hpp:32), CA_Quit_Button : RscButton_Main (Dialogs.hpp:39), CA_Icon : RscPicture (Dialogs.hpp:87), CA_UpgradeDetails : RscStructuredText (Dialogs.hpp:95). The dialog roots themselves (RscMenu_Team, RscMenu_BuyUnits, RscMenu_Command, RscMenu_Tactical, RscMenu_Service, RscMenu_EASA, RscMenu_Economy, RscMenu_Help, RscMenu_UnitCamera, RscDisplay_Parameters) live at Dialogs.hpp:1296 onward and are documented per-dialog in the UI pages below.
- These are Arma 2 OA control-type ids, not Arma 3 IGUI/CT values:
RscListnBox/RscListBoxAuse the OAtype=102(CT_LISTNBOX); the shortcut button istype=16; the map control istype=101; the slider istype=43. Reusing A3 control templates here would mismatch the engine. -
stylevalues are bitfields combined with+(e.g.RscClickableTextstyle=48+0x800= picture | keep-aspect). TheST_*aliases (Ressources.hpp:13-26) cover the common position/align bits; numeric literals are used where no alias exists. -
RscControlsGroupsetsstyle=ST_MULTI(Ressources.hpp:54), an engine-provided constant (from the Bohemia base config) — not one of the locally#definedST_*aliases at:13-26. - The
colorText[] = subcolor1/Attributes color = subcolor1hexonRscStructuredText(Ressources.hpp:438-441) means structured-text accent colour follows the green/yellow theme switch automatically.
-
UI IDD Collision Repair — the dialog
idd/idcranges these controls populate, and how collisions were resolved - Client UI Systems Atlas — the runtime UI controllers that drive the dialogs built from these classes
-
UI HUD And Dialogs — the dialog/HUD inventory (
Rsc/Dialogs.hpp,Rsc/Titles.hpp) -
Gear Buy Menu Render And Price Function Reference — a worked example of a dialog populating
RscListnBox/RscTextcontrols at runtime - Player UI Workflow Map — how players reach each dialog in game
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Docs rule: source-backed claims only; Arma 2 OA scripting docs only; gameplay edits start in Missions/[55-2hc]warfarev2_073v48co.chernarus.
- Getting started
- Status and coordination
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- Shelved PR #169: gear price double-count
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- Economy, towns and supply
- Economy system reference
- Balance asymmetries
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- Empty-side supply income stagnation
- Towns, camps and capture atlas
- Victory and endgame atlas
- Victory conditions reference
- Territorial victory reference
- Marker cleanup and restoration
- Marker loop engine and registries
- Map marker families content catalog
- Marker subsystem function reference
- Client marker FSM updater map
- Support specials and tactical modules
- SCUD TEL tactical munitions
- Naval HVT objectives (carriers/SCUD)
- SCUD saturation strike mechanic
- Takistan airfield FPV drone design
- Construction and CoIn systems
- Structure damage reduction & friendly-fire
- Construction logic list cleanup
- Flak tower & WDDM anchor compositions
- Resistance supply scaffold
- GUER Insurgents faction overview
- GUER Insurgents branch audit
- GUER insurgent player economy
- GUER Commissar Panel
- GUER air-defense loop (Ka-137/Mi-24)
- Upgrades and research atlas
- Supply mission architecture
- Supply mission authority cleanup
- Current supply helicopters PR1
- Respawn and death-loop lifecycle
- Vehicle theft economy pitch
- GUER tunnel network pitch
- Content, reference and catalogs
- Faction unit/vehicle roster catalog
- Auxiliary/SF/civilian unit catalog
- Gear store loadout route catalog
- Upgrade research (cross-faction)
- Gear store price and upgrade catalog
- Gear store catalog (complete, per faction)
- Defense structures catalog
- Artillery reference per faction
- AI squad team templates catalog
- Town AI lifecycle reference
- Town AI group composition catalog
- Class-skill system reference
- Player skill abilities reference
- Default gear template content catalog
- Chernarus map content reference
- Takistan map content reference
- Takistan features
- Takistan parity reference
- Takistan oilfields objective reference
- IRS IR-smoke countermeasure
- Arty module special munitions
- Zeta cargo sling-load reference
- Spawn primitive function reference
- Kill and score pipeline
- Waypoint helper function reference
- Position and proximity function reference
- Side/team state function reference
- Player AI watchdog and recovery
- AICOM stuck-recovery v2
- LoadoutManager data-model contributor guide
- Discord status bot setup and reference
- GLOBALGAMESTATS extension reference
- New player quickstart (player guide)
- Optional client mods (player guide)
- Earning funds and score (player guide)
- Vehicle service and logistics (player guide)
- Commander's handbook (player guide)
- Tactical support menu
- Paradrop player experience
- Supply missions (player guide)
- In-game briefing & Diary field manual
- Playable maps catalog
- Faction root variables reference
- Faction base structures catalog
- Counter-battery radar system
- Bank, Reserve and Artillery Radar structures
- Map ruleset model and object config
- Countermeasures module reference
- Vehicle countermeasure (flares/spoofing)
- UAV terminal and spotter system
- Artillery firing function reference
- Service Point pricing model
- Medic redeployment truck (forward spawn)
- Side-patrol runtime and convoy mechanics
- Day/night cycle and weather system
- Config lookup helper reference
- CIPHER sort utilities reference
- Modded maps status and content
- BattlEye filter setup and OA taxonomy
- Player squad/group join protocol
- AutoFlip vehicle recovery
- Engine stealth fuel toggle
- Valhalla vehicle climbing-assist
- Missile and ordnance Fired-EH reference
- Vehicle equip and rearm reference
- Array and collection utilities
- Server composition spawner reference
- Upgrade queue server loop
- Map boundaries and off-map enforcement
- Namespace/profile/diagnostic utilities
- Group bool getVariable A2-OA trap
- Vehicle weapon balance init
- View distance auto-throttle
- Camp & respawn-camp getters
- Performance audit writer
- Site clearance (bulldozer)
- Factory queue cancel & refund
- AI commander tunable constants
- Experimental feature-flag constants
- Flag system quick reference
- Mission tunable constants catalog
- Gear parsing & cargo capacity
- Structure dressing function
- Paradrop delivery functions
- ICBM nuke client VFX & radiation
- Server HandleSpecial router
- LocalizeMessage chat router
- Gear buy-menu render & price functions
- Server broadcast & telemetry loops
- Per-unit client init pipeline
- Vehicle marking & texture pipeline
- Defense category & budget
- Legacy AI order primitives
- Commander-team driver
- AICOM command verbs
- AICOM behavior fix taxonomy
- AI commander wildcard deck reference
- AICOM aircraft and airfield system
- Static-defense manning
- End-of-game stats screen
- AI commander execution loop
- Deployable bipod / weapon resting
- Town-economy getters
- Server-init deadspawn & airfield probe
- GUER VBIED detonate action
- Resource income-tick engine
- AI commander treasury accessors
- PVF send-helper contracts
- AICOM logging & AICOMSTAT telemetry
- AICOMSTAT v2 event census
- WASPSCALE v2 telemetry
- WASPSCALE v2-ext coverage audit
- Telemetry families reference
- Group lifecycle & entity reaping
- Batch AI spawner orchestrator
- Client funds/income HUD readout
- Server group GC & cap warning
- Town runtime tuning constants
- Client input/hotkey handler
- WASP base-repair system
- WASP DropRPG launcher/ordnance
- CoIn construction-interface client engine
- Town-capture garrison & airfield rebuild
- Map-control & minimap templates
- Client FPS & state telemetry
- Client service-proximity getters
- Airfield-exclusive roster & unit hints
- Unit-camera spectator system
- Town-garrison patrol/defense worker
- RequestTeamUpdate squad-discipline
- Arma2Warfare GPT assistant
- LoadoutManager build configs & defines
- GLOBALGAMESTATS extension logging
- Discord bot instrumented logging
- Eden/Everon & Taviana map content
- Cruise missile strike asset
- AI / HC
- AI headless and performance
- AI mods and pathfinding reference
- Headless client scaling and topology
- AI runtime/HC loop map
- Headless client init and stat loop
- HC delegation target selection
- Player AI caps and role balance
- Old WarfareBE FPS comparison
- AI commander autonomy audit
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- AI commander capture & fun plan
- AI commander B69 improvement roadmap
- AI commander B69 implementation sketches
- AICOM V2 cutover status
- Headless delegation and failover
- Commander reassignment call shape
- GUER Director living-resistance pitch
- Quality and operations
- Foundation perf findings & Tier-3 dead-ends
- Dead/stale code register
- Commander vote/reassignment
- Attack-wave authority
- Server runtime and operations
- Server ops runbook
- JIP enrollment & client data delivery (b74.2 lessons)
- Server gameplay runtime atlas
- PerformanceAuditAnalyzer
- Performance opportunity sweep
- Documentation plan
- Knowledge platform roadmap
- Wiki quality audit
- Wiki pruning and relevance ledger
- Audit findings queue (2026-06-03)
- Deep review findings
- Client UI / server-loop perf findings
- Performance gain simulation
- Self-host testing field notes
- Cleanup and work lanes
- Hardening and authority
- UI / player workflows
- Client UI, HUD and menus
- UI HUD and dialogs
- Player UI workflow map
- Client UI systems atlas
- UI IDD collision repair
- UI control class library reference
- UI theme palette and style macros
- UI design inspiration 2026-07
- Available-actions client gate FSM
- Gear/loadout/EASA atlas
- Gear template profile filter
- Vehicle cargo equip loop bounds
- Factory and purchase systems atlas
- Service menu affordability guards
- WASP overlay
- Class-skill system reference
- Skin selector and class swap
- Earplugs audio toggle
- Mission audio catalog
- HQ radio knowledge-base catalog
- QoL trio player hints
- Player vehicle/travel actions
- Tooling / release / integrations
- Tools and build workflow
- Warfare web tools
- Ecosystem & companion repos
- Zargabad tooling parity
- July 2026 release readiness
- Operator monitor and CPU affinity tools
- Tooling release readiness audit
- Source fix propagation queue
- Agent release readiness ledger
- Release source intake map
- Testing/debugging/release workflow
- Current RPT release gate
- RPT telemetry consumer port map
- External integrations
- Integration trust boundary audit
- AntiStack database extension audit
- Community & Dev
- Community & Dev
- Miksuu upstream wiki import / archive index
- Upstream changelog feature leads
- Developer history and upstream lessons
- Upstream Miksuu commit intel
- Upstream mining ledger
- Archive script mining v2
- Upstream BE 2073 AICOM delta
- Parent 2.073 divergence audit
- PR8 and Drone upstream lesson match
- Development lessons learned
- External research reports
- Audit archive 2026-07
- Briefing reference
- Utes invasion concept
- Miksuu archive: Home
- Miksuu archive: Welcome
- Miksuu archive: Big announcements
- Miksuu archive: Changelog
- Miksuu archive: Development process
- Miksuu archive: Discord bot
- Miksuu archive: Gameplay videos
- Miksuu archive: LoadoutManager
- Miksuu archive: Chernarus script architecture
- Base-game visual catalogs
- Compatibility and references
- HC upstream history and lessons
- Player stats branch audit
- BuyMenu EASA QoL branch audit
- Perf quick wins branch audit
- Commander positions branch audit
- Zargabad branch audit
- Quad AI Commander concept
- Arma 2 OA external reference guide
- Base-game config & image reference
- Arma 2 OA compatibility audit
- Arma 2 OA agent traps reference
- Arma 2 OA command versions
- Wiki source consistency
- External Arma 2 OA reference index