ACE3/addons/medical_gui/functions/fnc_menuPFH.sqf

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Rewrite Medical GUI (#6831) * Add a macro for the bloodloss scaling factor * Adjust bloodloss threshold for red icon * Remove bloodloss color scaling factor The issue is actually the other way round, the factor of 20 would instantly make bodyparts red on taking a wound. * Implemet 10 color steps provided by ShackTac This replaces the old method of colouring the interaction menu icons and body image selections with a new method that has 10 distinct color steps (matching across the icons and the body image). * Use macros for constants * Implement blue damage colouring This re-adds visualisation for colouring based on damage. The case where a limb has a tourniquet will hopefully be handled by an overlayed icon. * Tidy up file structure * Move patient information display to medical_ui * Make common colour conversion code into functions * Add tourniquet icon overlay to body image * Fix mispelling I forgot to commit * Update icon paths to new white cross icon * Clean mess after rebase * Add new medical menu gui * Add updating injury list and body image * Add updating treatment category buttons * Update onMenuClose function * Delete unused functions * Add action buttons and triage card to menu * Move medical menu PFH to separate function * Move setTriageStatus to treatment * Add triage select dropdown * Add toggle button action * Fix mouse moving randomly when opening * Add logs list update and remove unused functions * Hide tourniquet icons by default * Remove CfgInGameUI (already in feedback) * Update patient info display * Update triage card display * Add settings to control interact menu actions * Cleanup files/paths * Move triage status update to common function * Add icons for interact menu actions * Modify icon color for interact menu actions * Update canOpenMenu for new setting * Hide pain information for unconscious * Stringtable cleanup * Use switch for pain text * Change minor triage status to minimal * Fix injury list to use new stringtable entry names * Fix medical actions check when disabled * Skip distance check in same vehicle * More cleanup * Fix CI error * Requested changes * Fix INJURIES string * Fix include after comment block * Fix missing ; Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
2019-03-24 22:17:48 +00:00
#include "script_component.hpp"
/*
* Author: mharis001
* Handles updating the Medical Menu UI for the current target.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_medical_gui_fnc_menuPFH
*
* Public: No
*/
// Check if menu should stay open for target
if !([ACE_player, GVAR(target), ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith) && {[ACE_player, GVAR(target)] call FUNC(canOpenMenu)}) then {
closeDialog 0;
// Show hint if distance condition failed
if ((ACE_player distance GVAR(target) > GVAR(maxDistance)) && {vehicle ACE_player != vehicle GVAR(target)}) then {
Rewrite Medical GUI (#6831) * Add a macro for the bloodloss scaling factor * Adjust bloodloss threshold for red icon * Remove bloodloss color scaling factor The issue is actually the other way round, the factor of 20 would instantly make bodyparts red on taking a wound. * Implemet 10 color steps provided by ShackTac This replaces the old method of colouring the interaction menu icons and body image selections with a new method that has 10 distinct color steps (matching across the icons and the body image). * Use macros for constants * Implement blue damage colouring This re-adds visualisation for colouring based on damage. The case where a limb has a tourniquet will hopefully be handled by an overlayed icon. * Tidy up file structure * Move patient information display to medical_ui * Make common colour conversion code into functions * Add tourniquet icon overlay to body image * Fix mispelling I forgot to commit * Update icon paths to new white cross icon * Clean mess after rebase * Add new medical menu gui * Add updating injury list and body image * Add updating treatment category buttons * Update onMenuClose function * Delete unused functions * Add action buttons and triage card to menu * Move medical menu PFH to separate function * Move setTriageStatus to treatment * Add triage select dropdown * Add toggle button action * Fix mouse moving randomly when opening * Add logs list update and remove unused functions * Hide tourniquet icons by default * Remove CfgInGameUI (already in feedback) * Update patient info display * Update triage card display * Add settings to control interact menu actions * Cleanup files/paths * Move triage status update to common function * Add icons for interact menu actions * Modify icon color for interact menu actions * Update canOpenMenu for new setting * Hide pain information for unconscious * Stringtable cleanup * Use switch for pain text * Change minor triage status to minimal * Fix injury list to use new stringtable entry names * Fix medical actions check when disabled * Skip distance check in same vehicle * More cleanup * Fix CI error * Requested changes * Fix INJURIES string * Fix include after comment block * Fix missing ; Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
2019-03-24 22:17:48 +00:00
[[ELSTRING(medical,DistanceToFar), GVAR(target) call EFUNC(common,getName)], 2] call EFUNC(common,displayTextStructured);
};
};
// Get the Medical Menu display
private _display = uiNamespace getVariable [QGVAR(menuDisplay), displayNull];
if (isNull _display) exitWith {};
// Update treatment category buttons
[_display] call FUNC(updateCategories);
// Update treatment actions for current category
[_display] call FUNC(updateActions);
// Update injury list
private _ctrlInjuries = _display displayCtrl IDC_INJURIES;
[_ctrlInjuries, GVAR(target), GVAR(selectedBodyPart)] call FUNC(updateInjuryList);
// Update body image
private _ctrlBodyImage = _display displayCtrl IDC_BODY_GROUP;
[_ctrlBodyImage, GVAR(target)] call FUNC(updateBodyImage);
// Update activity and quick view logs
private _ctrlActivityLog = _display displayCtrl IDC_ACTIVITY;
Medical Treatment - Modernize and Cleanup (#6933) * Modernize and cleanup medical_treatment * One line for each old public function * Fix litterCleanupDelay name * Improve adjustment calcs / wound blood loss / medications fix func descriptions Calc wound blood loss on events reorder includes so scritpmacroMed has global effect trivial optimization for getCardiacOutput Fix var Fix wounds not reopening (nil _category) Fix surgical kit inherting canBandage conditional debug hitpoints Update ACE_Medical_Treatment_Actions.hpp Use woundBleeding for IS_BLEEDING macro rework medication vars comments Reset var in init / fullHeal Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Change wound data array Drop unique id and merge classId and category * Splinting and treatment and gui * Add arm fractures and aim effects * localizations and event * fix * fix merge for renamed files * Fixes and code review changes * Move medical logs clearing to treatment * More cleanup work * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * Fix args for setDead call in actionPlaceInBodyBag * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * disable calls to extension * Update fnc_onMedicationUsage.sqf * Medical - Skip unneeded setVars on initUnit (#6949) * Medical - Transfer state machine state on locality (#6950) * Medical - Transfer state machine state on locality * Fix feedback isUnconscious var * Exclude AI * Make UAV excludes consistant, formating * Update fnc_treatmentFullHealLocal.sqf * reset fractures on respawn * Fix merge * Add PAK time coefficient setting * Fix medication * Add ace_medical_replacementItems config array * checkItems performance improvement * Treatment - cap max animation speed (#6995) * Treatment - cap max animation speed and add lock to prevent AF from reseting anim * Update fnc_getBandageTime.sqf * Use local version of setAnimSpeedCoef * Revert "Use local version of setAnimSpeedCoef" This reverts commit 36c22a90473fd0670ab97f3a373e4ae08493ff52. * Move replacementItems compiling to preInit * Improve replacementItems compiling * Cleanup splint functions, use macros for fractures * Rename splintCondition to canSplint * Add cprCreatesPulse setting * Cleanup remaining functions * Capitalize stringtable entry names * getStitchTime function and fix treatment locations * Update addons/medical_treatment/functions/fnc_getHealTime.sqf Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 15:31:46 +00:00
private _activityLog = GVAR(target) getVariable [MED_LOG_VARNAME("activity"), []];
Rewrite Medical GUI (#6831) * Add a macro for the bloodloss scaling factor * Adjust bloodloss threshold for red icon * Remove bloodloss color scaling factor The issue is actually the other way round, the factor of 20 would instantly make bodyparts red on taking a wound. * Implemet 10 color steps provided by ShackTac This replaces the old method of colouring the interaction menu icons and body image selections with a new method that has 10 distinct color steps (matching across the icons and the body image). * Use macros for constants * Implement blue damage colouring This re-adds visualisation for colouring based on damage. The case where a limb has a tourniquet will hopefully be handled by an overlayed icon. * Tidy up file structure * Move patient information display to medical_ui * Make common colour conversion code into functions * Add tourniquet icon overlay to body image * Fix mispelling I forgot to commit * Update icon paths to new white cross icon * Clean mess after rebase * Add new medical menu gui * Add updating injury list and body image * Add updating treatment category buttons * Update onMenuClose function * Delete unused functions * Add action buttons and triage card to menu * Move medical menu PFH to separate function * Move setTriageStatus to treatment * Add triage select dropdown * Add toggle button action * Fix mouse moving randomly when opening * Add logs list update and remove unused functions * Hide tourniquet icons by default * Remove CfgInGameUI (already in feedback) * Update patient info display * Update triage card display * Add settings to control interact menu actions * Cleanup files/paths * Move triage status update to common function * Add icons for interact menu actions * Modify icon color for interact menu actions * Update canOpenMenu for new setting * Hide pain information for unconscious * Stringtable cleanup * Use switch for pain text * Change minor triage status to minimal * Fix injury list to use new stringtable entry names * Fix medical actions check when disabled * Skip distance check in same vehicle * More cleanup * Fix CI error * Requested changes * Fix INJURIES string * Fix include after comment block * Fix missing ; Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
2019-03-24 22:17:48 +00:00
[_ctrlActivityLog, _activityLog] call FUNC(updateLogList);
private _ctrlQuickView = _display displayCtrl IDC_QUICKVIEW;
Medical Treatment - Modernize and Cleanup (#6933) * Modernize and cleanup medical_treatment * One line for each old public function * Fix litterCleanupDelay name * Improve adjustment calcs / wound blood loss / medications fix func descriptions Calc wound blood loss on events reorder includes so scritpmacroMed has global effect trivial optimization for getCardiacOutput Fix var Fix wounds not reopening (nil _category) Fix surgical kit inherting canBandage conditional debug hitpoints Update ACE_Medical_Treatment_Actions.hpp Use woundBleeding for IS_BLEEDING macro rework medication vars comments Reset var in init / fullHeal Update addons/medical_treatment/functions/fnc_onMedicationUsage.sqf Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * Change wound data array Drop unique id and merge classId and category * Splinting and treatment and gui * Add arm fractures and aim effects * localizations and event * fix * fix merge for renamed files * Fixes and code review changes * Move medical logs clearing to treatment * More cleanup work * cleanup * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * formating, rename bone images * Fix args for setDead call in actionPlaceInBodyBag * Apply suggestions from code review Co-Authored-By: PabstMirror <pabstmirror@gmail.com> * disable calls to extension * Update fnc_onMedicationUsage.sqf * Medical - Skip unneeded setVars on initUnit (#6949) * Medical - Transfer state machine state on locality (#6950) * Medical - Transfer state machine state on locality * Fix feedback isUnconscious var * Exclude AI * Make UAV excludes consistant, formating * Update fnc_treatmentFullHealLocal.sqf * reset fractures on respawn * Fix merge * Add PAK time coefficient setting * Fix medication * Add ace_medical_replacementItems config array * checkItems performance improvement * Treatment - cap max animation speed (#6995) * Treatment - cap max animation speed and add lock to prevent AF from reseting anim * Update fnc_getBandageTime.sqf * Use local version of setAnimSpeedCoef * Revert "Use local version of setAnimSpeedCoef" This reverts commit 36c22a90473fd0670ab97f3a373e4ae08493ff52. * Move replacementItems compiling to preInit * Improve replacementItems compiling * Cleanup splint functions, use macros for fractures * Rename splintCondition to canSplint * Add cprCreatesPulse setting * Cleanup remaining functions * Capitalize stringtable entry names * getStitchTime function and fix treatment locations * Update addons/medical_treatment/functions/fnc_getHealTime.sqf Co-Authored-By: SilentSpike <silentspike100+Github@gmail.com>
2019-06-03 15:31:46 +00:00
private _quickView = GVAR(target) getVariable [MED_LOG_VARNAME("quick_view"), []];
Rewrite Medical GUI (#6831) * Add a macro for the bloodloss scaling factor * Adjust bloodloss threshold for red icon * Remove bloodloss color scaling factor The issue is actually the other way round, the factor of 20 would instantly make bodyparts red on taking a wound. * Implemet 10 color steps provided by ShackTac This replaces the old method of colouring the interaction menu icons and body image selections with a new method that has 10 distinct color steps (matching across the icons and the body image). * Use macros for constants * Implement blue damage colouring This re-adds visualisation for colouring based on damage. The case where a limb has a tourniquet will hopefully be handled by an overlayed icon. * Tidy up file structure * Move patient information display to medical_ui * Make common colour conversion code into functions * Add tourniquet icon overlay to body image * Fix mispelling I forgot to commit * Update icon paths to new white cross icon * Clean mess after rebase * Add new medical menu gui * Add updating injury list and body image * Add updating treatment category buttons * Update onMenuClose function * Delete unused functions * Add action buttons and triage card to menu * Move medical menu PFH to separate function * Move setTriageStatus to treatment * Add triage select dropdown * Add toggle button action * Fix mouse moving randomly when opening * Add logs list update and remove unused functions * Hide tourniquet icons by default * Remove CfgInGameUI (already in feedback) * Update patient info display * Update triage card display * Add settings to control interact menu actions * Cleanup files/paths * Move triage status update to common function * Add icons for interact menu actions * Modify icon color for interact menu actions * Update canOpenMenu for new setting * Hide pain information for unconscious * Stringtable cleanup * Use switch for pain text * Change minor triage status to minimal * Fix injury list to use new stringtable entry names * Fix medical actions check when disabled * Skip distance check in same vehicle * More cleanup * Fix CI error * Requested changes * Fix INJURIES string * Fix include after comment block * Fix missing ; Co-Authored-By: mharis001 <34453221+mharis001@users.noreply.github.com>
2019-03-24 22:17:48 +00:00
[_ctrlQuickView, _quickView] call FUNC(updateLogList);
// Update triage status
[_display, GVAR(target)] call FUNC(updateTriageStatus);