ACE3/addons/medical_gui/functions/fnc_onKeyDown.sqf

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#include "..\script_component.hpp"
#include "\a3\ui_f\hpp\defineDIKCodes.inc"
/*
* Author: AmsteadRayle
* Handles keyboard inputs in medical menu.
*
* Arguments:
* 1: Args <ARRAY>
* - 0: Menu display <DISPLAY>
* - 1: Key being pressed <NUMBER>
* - 2: Shift state <BOOL>
* - 3: Ctrl state <BOOL>
* - 4: Alt state <BOOL>
*
* Return Value:
* None
*
* Example:
* ["", [displayNull, 5, false, false, false]] call ace_medical_gui_fnc_onKeyDown
*
* Public: No
*/
// TODO: Is the airway category ever visible? Can the dynamic category stuff be removed?
#define NUMBER_KEYS [DIK_1, DIK_2, DIK_3, DIK_4, DIK_5, DIK_6, DIK_7, DIK_8, DIK_9, DIK_0]
#define ALL_CATEGORIES ["triage", "examine", "bandage", "medication", "airway", "advanced", "drag", "toggle"]
params ["", "_args"];
_args params ["_display", "_keyPressed", "_shiftState", "_ctrlState", "_altState"];
private _return = true; // Override existing keybinds for keys used here
private _visibleCategories = [
"bandage","medication","airway","advanced","drag"
] select {
private _category = _x;
(GVAR(actions) findIf {_category == _x select 1}) > -1
};
private _allCategories = ["triage", "examine"] + _visibleCategories + ["toggle"];
// Use hashmap as a shortcut to "zip" two arrays together
// Use categories as keys in hashmap because there are fewer,
// otherwise the hashmap is padded with nil
private _keyCategoryPairs = _allCategories createHashMapFromArray NUMBER_KEYS;
private _temp_category = "";
private _temp_idc = 0;
switch (true) do {
// Dynamically assign number keys to visible categories
{
_temp_category = _x; // _x does not exist inside case code
_temp_idc = IDC_TRIAGE + (ALL_CATEGORIES find _temp_category) * 10;
case (_keyPressed == _y && {GVAR(selectedCategory) != _temp_category}): {
if (ctrlEnabled _temp_idc) then {
if (_temp_category == "toggle") then {
call FUNC(handleToggle);
} else {
GVAR(selectedCategory) = _temp_category;
};
} else {
_return = false;
};
};
} forEach _keyCategoryPairs;
// Select body part through similar keyboard layout:
// w
// a s d
// z x
case (_keyPressed == DIK_W && {GVAR(selectedBodyPart) != 0}): {
GVAR(selectedBodyPart) = 0;
};
case (_keyPressed == DIK_S && {GVAR(selectedBodyPart != 1)}): {
GVAR(selectedBodyPart) = 1;
};
case (_keyPressed == DIK_D && {GVAR(selectedBodyPart) != 2}): {
GVAR(selectedBodyPart) = 2;
};
case (_keyPressed == DIK_A && {GVAR(selectedBodyPart) != 3}): {
GVAR(selectedBodyPart) = 3;
};
case (_keyPressed == DIK_X && {GVAR(selectedBodyPart) != 4}): {
GVAR(selectedBodyPart) = 4;
};
case (_keyPressed == DIK_Z && {GVAR(selectedBodyPart) != 5}): {
GVAR(selectedBodyPart) = 5;
};
default {
_return = false; // Do not override existing keybinds for keys not used here
};
};
if (_return) then {
playSound ["SoundClick", true]
};
_return