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Arsenal - Add param to skip refresh animation (#9546)
* add animate param * add refresh param * remove param from event * add 3DEN handling, update docs * derp * fix doc numbering
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@ -7,6 +7,7 @@
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* Arguments:
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* 0: Arsenal display <DISPLAY>
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* 1: Tab control <CONTROL>
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* 2: Animate panel refresh <BOOL>
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*
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* Return Value:
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* None
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@ -14,13 +15,13 @@
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* Public: No
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*/
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params ["_display", "_control"];
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params ["_display", "_control", ["_animate", true]];
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// Fade old control background
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if (!isNil QGVAR(currentRightPanel)) then {
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private _previousCtrlBackground = _display displayCtrl (GVAR(currentRightPanel) - 1);
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_previousCtrlBackground ctrlSetFade 1;
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_previousCtrlBackground ctrlCommit FADE_DELAY;
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_previousCtrlBackground ctrlCommit ([0, FADE_DELAY] select _animate);
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};
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// Show new control background
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@ -28,7 +29,7 @@ private _ctrlIDC = ctrlIDC _control;
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private _ctrlBackground = _display displayCtrl (_ctrlIDC - 1);
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_ctrlBackground ctrlShow true;
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_ctrlBackground ctrlSetFade 0;
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_ctrlBackground ctrlCommit FADE_DELAY;
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_ctrlBackground ctrlCommit ([0, FADE_DELAY] select _animate);
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private _searchbarCtrl = _display displayCtrl IDC_rightSearchbar;
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@ -183,10 +184,12 @@ switch (GVAR(currentLeftPanel)) do {
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};
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// Force a "refresh" animation of the panel
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_ctrlPanel ctrlSetFade 1;
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_ctrlPanel ctrlCommit 0;
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_ctrlPanel ctrlSetFade 0;
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_ctrlPanel ctrlCommit FADE_DELAY;
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if (_animate) then {
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_ctrlPanel ctrlSetFade 1;
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_ctrlPanel ctrlCommit 0;
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_ctrlPanel ctrlSetFade 0;
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_ctrlPanel ctrlCommit FADE_DELAY;
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};
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// Check if the left panel is a weapon. If so, right panel will be compatible items with weapon only
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private _leftPanelState = GVAR(currentLeftPanel) in [IDC_buttonPrimaryWeapon, IDC_buttonHandgun, IDC_buttonSecondaryWeapon, IDC_buttonBinoculars];
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