# Position Subtitle to Dialog Item
Grammar — Set the size and position of the subtitle panel to match dialogItem
Flags —Native
|Action
Using this function will cause the subtitle panel to use the bounds of the specified dialog item instead of its default size and position.
# Arguments
int
<control> — Dialog Item
Returns — void
native void DialogSetSubtitlePositionOverrideControl(
int inControlId,
);
# Related
Category: Dialog / Dialog Item Tools
- Dialog Item Send Animation Event 2 —
void
— DialogControlSetAnimationState - Position Subtitle to Dialog Item —
void
— DialogSetSubtitlePositionOverrideControl - Clear Subtitle Position Dialog Item —
void
— DialogClearSubtitlePositionOverrideControl - Destroy All Dialog Items —
void
— DialogControlDestroyAll - Dialog Containing Dialog Item —
int
<dialog> — DialogControlGetDialog - Dialog Item Type —
int
<preset::ControlType> — DialogControlGetType - Set Dialog Item Color —
void
— libNtve_gf_SetDialogItemColor - Set Dialog Item Style —
void
— libNtve_gf_SetDialogItemStyle - Set Dialog Item Text Writeout —
void
— libNtve_gf_SetDialogItemTextWriteout - Set Dialog Item Text Writeout Duration —
void
— libNtve_gf_SetDialogItemTextWriteoutDuration - Set Dialog Item Tooltip —
void
— libNtve_gf_SetDialogItemTooltip - Dialog Item Color —
color
— libNtve_gf_DialogItemColor - Dialog Item Style —
string
<fontstyle> — libNtve_gf_DialogItemStyle - Dialog Item Tooltip —
text
— libNtve_gf_DialogItemTooltip - Destroy Dialog Item —
void
— DialogControlDestroy - Set Dialog Item Image —
void
— libNtve_gf_SetDialogItemImage - Set Dialog Item Hover Image —
void
— libNtve_gf_SetDialogItemImage2 - Set Dialog Item Image Type —
void
— libNtve_gf_SetDialogItemImageType - Set Dialog Item Blend Mode —
void
— libNtve_gf_SetDialogItemBlendMode - Set Dialog Item Tiled —
void
— libNtve_gf_SetDialogItemImageType2 - Set Dialog Background —
void
— DialogSetImage - Dialog Item Image —
string
— libNtve_gf_DialogItemImage - Dialog Item Image Type —
int
<preset::ImageType> — libNtve_gf_DialogItemImageType - Fade Dialog Item Transparency —
void
— DialogControlFadeTransparency - Set Dialog Item Flash —
void
— libNtve_gf_SetDialogItemFlash - Set Dialog Item Cutscene —
void
— libNtve_gf_SetDialogItemCutscene - Dialog Item Invoke As Text —
void
— DialogControlInvokeAsText - Dialog Item Invoke As String —
void
— DialogControlInvokeAsString - Dialog Item Send Animation Event —
void
— DialogControlSendAnimationEvent - Dialog Item Set Animation Speed —
void
— DialogControlSetAnimationSpeed - Dialog Item Set Animation Time —
void
— DialogControlSetAnimationTime - Dialog Item Advance Animation —
void
— DialogControlAdvanceAnimation - Dialog Item Force Transition —
void
— DialogControlForceTransition - Dialog Item Request Focus —
void
— DialogControlRequestFocus - Set Dialog Item Achievement —
void
— libNtve_gf_SetDialogItemAchievement - Set Dialog Item Render Priority —
void
— libNtve_gf_SetDialogItemRenderPriority - Set Dialog Item Click On Down —
void
— libNtve_gf_SetDialogItemClickOnDown - Set Dialog Item Toggled —
void
— libNtve_gf_SetDialogItemToggled - Set Dialog Item Movie —
void
— libNtve_gf_SetDialogItemMovie - Set Dialog Item Desaturated —
void
— libNtve_gf_SetDialogItemDesaturated - Set Dialog Item Desaturation Color —
void
— libNtve_gf_SetDialogItemDesaturationColor - Set Dialog Item Custom Tooltip —
void
— libNtve_gf_SetDialogItemCustomTooltip - Set Dialog Item Unit —
void
— libNtve_gf_SetDialogItemUnit - Set Dialog Item Model —
void
— libNtve_gf_SetDialogItemModel - Set Dialog Item Animation —
void
— libNtve_gf_SetDialogItemAnimation - Set Dialog Item Camera —
void
— libNtve_gf_SetDialogItemCamera - Set Dialog Item Border Visible —
void
— libNtve_gf_SetDialogItemBorderVisible - Set Dialog Item Border Image —
void
— libNtve_gf_SetDialogItemBorderImage - Set Dialog Item Background Visible —
void
— libNtve_gf_SetDialogItemBackgroundVisible - Set Dialog Item Use Transition —
void
— libNtve_gf_SetDialogItemUseTransition - Set Dialog Item Muted —
void
— libNtve_gf_SetDialogItemMuted - Set Dialog Item Paused —
void
— libNtve_gf_SetDialogItemPaused - Set Dialog Item Accept Mouse —
void
— libNtve_gf_SetDialogItemAcceptMouse - Set Dialog Item Tint Color —
void
— libNtve_gf_SetDialogItemTintColor - Set Dialog Item Team Color —
void
— libNtve_gf_SetDialogItemTeamColor - Set Dialog Item Light —
void
— libNtve_gf_SetDialogItemLight - Set Dialog Item Transition Model —
void
— libNtve_gf_SetDialogItemTransitionModel - Set Dialog Item Force Visible —
void
— libNtve_gf_SetDialogItemForceVisible - Set Dialog Item Render Type —
void
— libNtve_gf_SetDialogItemRenderType - Set Dialog Item Unit Link —
void
— libNtve_gf_SetDialogItemUnitLink - Set Dialog Item Team Color Index —
void
— libNtve_gf_SetDialogItemTeamColorIndex - Set Dialog Item Animation Duration —
void
— libNtve_gf_SetDialogItemAnimationDuration - Set Dialog Item Animation Time —
void
— libNtve_gf_SetDialogItemAnimationTime - Set Dialog Item Actor —
void
— libNtve_gf_SetDialogItemActor - Set Dialog Item Behavior —
void
— libNtve_gf_SetDialogItemBehavior - Set Dialog Item Hotkey —
void
— libNtve_gf_SetDialogItemHotkey - Set Dialog Item Allowed Mouse Buttons —
void
— libNtve_gf_SetDialogItemAllowedMouseButtons - Set Dialog Item Alpha Mask —
void
— libNtve_gf_SetDialogItemAlphaMask - Set Dialog Item Animation Index —
void
— libNtve_gf_SetDialogItemAnimationIndex - Set Dialog Item Handle —
void
— libNtve_gf_SetDialogItemHandle - Set Dialog Item Border Color —
void
— libNtve_gf_SetDialogItemBorderColor - Set Dialog Item Fill Color —
void
— libNtve_gf_SetDialogItemFillColor - Set Dialog Item Submenu —
void
— libNtve_gf_SetDialogItemSubmenu - Set Dialog Item Unit Group —
void
— libNtve_gf_SetDialogItemUnitGroup - Set Dialog Item PlayerId —
void
— libNtve_gf_SetDialogItemPlayerId - Set Dialog Item Score Value Link —
void
— libNtve_gf_SetDialogItemScoreValueLink - Set Dialog Item State Index —
void
— libNtve_gf_SetDialogItemStateIndex
# Examples
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:9466
// Implementation
DialogSetSubtitlePositionOverrideControl(libSwaC_gv_zS_ArmyCustomMissionSubtitleAnchor);
libSwaC_gv_zS_ArmyCustomMissionMap = libSwaC_gf_StoryArmyCategoryEvolutionMission(libSwaC_gv_zS_ArmyCustomMissionCurrentCategory);
lv_index = 2;
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:11373
libSwaC_gv_zS_KerriganUIFinalArmor = CatalogFieldValueGetAsInt(c_gameCatalogUnit, "K5Kerrigan", "LifeArmor", 1);
libSwaC_gf_ZS_KerriganUITierCreate();
DialogSetSubtitlePositionOverrideControl(libSwaC_gv_zS_KerriganUITierSubTitleAnchor);
DialogControlSetVisible(libSwaC_gv_zS_KerriganUITierLevelUpFlash, PlayerGroupAll(), false);
libSwaC_gf_ZS_ShowKerriganUIBackground();
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:1159
}
lib281DEC45_gf_ZSS_UITravelPreload();
DialogSetSubtitlePositionOverrideControl(lib281DEC45_gv_zSS_UITravelSubtitleAnchor);
TriggerEnable(lib281DEC45_gt_ZSS_UITravelLaunchSelected, true);
TriggerEnable(lib281DEC45_gt_ZSS_UITravelBackSelected, true);
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:1680
DialogControlSetVisible(lib281DEC45_gv_zSS_MissionKerriganButton, PlayerGroupAll(), false);
}
DialogSetSubtitlePositionOverrideControl(lib281DEC45_gv_zSS_MissionSubtitleAnchor);
}
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:3160
DialogClearSubtitlePositionOverride();
DialogSetSubtitlePositionOverride(c_invalidDialogId);
DialogSetSubtitlePositionOverrideControl(lib281DEC45_gv_zSS_UIMainSetSubtitleAnchor);
lib281DEC45_gf_ToggleInteractives(true);
UISetFrameVisible(PlayerGroupAll(), c_syncFrameTypeBattleUI, true);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:1197
if ((lp_showHide == true)) {
TriggerEnable(libVCUI_gt_PU_BottomBarButtonClicked, true);
DialogSetSubtitlePositionOverrideControl(libVCUI_gv_pU_BottomBarSubtitleAnchor);
}
else {
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:2056
DialogControlSetVisible(libVCUI_gv_pU_MissionShipButton, PlayerGroupAll(), false);
}
DialogSetSubtitlePositionOverrideControl(libVCUI_gv_pU_MissionSubtitleAnchor);
}
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:2573
libVCUI_gf_PU_SoAUpdateDialog();
DialogSetVisible(libVCUI_gv_pU_SoADialog, PlayerGroupAll(), true);
DialogSetSubtitlePositionOverrideControl(libVCUI_gv_pU_SoASubtitleAnchor);
if ((lp_debugOn == false) && (UserDataGetInt("StoryStates", "Ship UI Visited", "Value", 1) == 0)) {
TriggerExecute(libVCUI_gt_PU_SoATutorial, true, false);
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:2880
CutsceneShow(libVCUI_gv_pU_StarmapCutscene, true);
libVCUI_gf_PU_RouteArtanisAnims(libVCUI_gv_pU_StarmapCutscene);
DialogSetSubtitlePositionOverrideControl(libVCUI_gv_pU_StarmapSubtitlePanel);
if ((libVCUI_gv_pU_StarmapSelection == 0)) {
DialogControlFadeTransparency(libVCUI_gv_pU_StarmapPlanetTitleCallout[1], PlayerGroupAll(), 0.0, 100.0);
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCUI.galaxy:344
if ((lp_showHide == true)) {
TriggerEnable(libNCUI_gt_NU_BottomBarButtonClicked, true);
DialogSetSubtitlePositionOverrideControl(libNCUI_gv_nU_BottomBarSubtitleAnchor);
}
else {
mods/voidprologue.sc2mod — base.sc2data/LibA3DDD02B.galaxy:6849
ConversationDataRegisterUnit("char_RescuedTemplar", null);
DialogClearSubtitlePositionOverride();
DialogSetSubtitlePositionOverrideControl(libA3DDD02B_gv_pP_MLSubtitleFrame);
libNtve_gf_SetDialogItemImage(libA3DDD02B_gv_pP_MLBackgroundImage, libA3DDD02B_gf_PP_MissionLaunchBackground(lp_mission), PlayerGroupAll());
TriggerEnable(libA3DDD02B_gt_PP_MissionLaunchClicked, true);