ACE3/addons/arsenal/functions/fnc_buttonLoadoutsRename.sqf
johnb432 c8404f496e
Arsenal - Add/Fix/Improve/Change numerous aspects (#9040)
* Arsenal update

* Fixes

* Update fnc_onSelChangedLeft.sqf

* Update fnc_updateUniqueItemsList.sqf

* Header fixes

* Fix for defines.hpp

Co-authored-by: Dystopian <sddex@ya.ru>

* Moved fnc_baseWeapon, filtered invalid items

* Update addons/arsenal/functions/fnc_scanConfig.sqf

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Fixes and tweaks

- Sorting is guaranteed to give a fixed order
- Dog tags no longer throw errors when reloading the ACE arsenal mission when you had some saved in your loadout before quitting the last time you played.

* Cleanup, bug fixes and additions

- Added the ability to add items from "CfgMagazines" into the "Misc. items" or custom tabs.
- Added "baseWeapon" class support for weapon attachments. If a weapon attachment has the config property "baseWeapon" defined, it will take that item and show that in the arsenal.
- Added stronger filtering on item scopes (scope > 0 at least for every item)
- Added "descending" (default, as it is now) and "ascending" sort order as a drop down menu,
- Unique backpacks in containers can now be removed with either the "-" or "clear all items" button.
- When sorting by a number, 2 decimal points have been added, so that when you sort by weight it returns the correct order.

* More fixes and tweaks

- Converted the arsenal to partially work with hashmaps instead of arrays (for configItems and virtualItems, currentItems is still an array).
- Because of the above, performance of FUNC(addVirtualItems) and FUNC(removeVirtualItems) has improved immensely.
- Sorting now caches results, reducing repeated sorting times drastically.
- CBA disposable launchers are handled differently now: Within the arsenal, you can change weapon attachments on disposable launchers, but you can't change their magazines (primary or secondary). Item info on the right and the stats show correct information.
- FUNC(addSort) now checks if the new sorting method already exists and doesn't add it if it does.
- FUNC(removeSort) now exists. You can't remove the default sort type (alphabetically) to avoid problems with the arsenal.
- Both FUNC(addStat) and FUNC(compileStats) actually taken priority into account now. Because of that priority on several stats needed to be tweaked.
- FUNC(removeStat) ensures that there are no gaps within the stat array (so if there is an empty spot in the stats page, it's because there is a stat, but the condition for it being shown hasn't been met).

* Update fnc_replaceUniqueItemsLoadout.sqf

* Update fnc_onSelChangedLeft.sqf

* Update fnc_scanConfig.sqf

* Update docs/wiki/framework/arsenal-framework.md

Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>

* Minor cleanup

* Baseweapon filtering

* Improvements + better unique items support

* Update fnc_fillRightPanel.sqf

* Update fnc_onSelChangedLeft.sqf

Fixed: Switching between weapons with incompatible primary magazines while a compatible secondary magazine is loaded doesn't equip the new weapon's primary magazine.

* Update addons/common/functions/fnc_uniqueUnitItems.sqf

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* undefined variable

Co-authored-by: PabstMirror <pabstmirror@gmail.com>

* fix undefined loadout var

* Update fnc_fillLoadoutsList.sqf

---------

Co-authored-by: Dystopian <sddex@ya.ru>
Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com>
Co-authored-by: PabstMirror <pabstmirror@gmail.com>
2023-07-21 21:25:25 +03:00

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#include "script_component.hpp"
#include "..\defines.hpp"
/*
* Author: Alganthe, johnb43
* Rename selected loadout.
*
* Arguments:
* 0: Arsenal display <DISPLAY>
* 1: Button control <CONTROL>
*
* Return Value:
* None
*
* Public: No
*/
params ["_display", "_control"];
if !(ctrlEnabled _control) exitWith {};
// Retrieve panel data
private _contentPanelCtrl = _display displayCtrl IDC_contentPanel;
private _curSelRow = lnbCurSelRow _contentPanelCtrl;
private _loadoutName = _contentPanelCtrl lnbText [_curSelRow, 1];
// Get text from text edit box
private _editBoxContent = ctrlText (_display displayCtrl IDC_textEditBox);
// If it's the exact same name, don't do anything
if (_editBoxContent isEqualTo _loadoutName) exitWith {};
private _data = [profileNamespace getVariable [QGVAR(saved_loadouts), []], GVAR(defaultLoadoutsList)] select (is3DEN && {GVAR(currentLoadoutsTab) == IDC_buttonDefaultLoadouts});
// If there is a loadout with a similar name and it's not chosen to be renamed, don't rename and exit
if (_editBoxContent != _loadoutName && {_data findIf {(_x select 0) == _editBoxContent} != -1}) exitWith {
[findDisplay IDD_ace_arsenal, LLSTRING(renameExistError)] call FUNC(message);
};
// Update loadout info in profile / 3DEN and list namespaces
private _loadoutIndex = _data findIf {(_x select 0) == _loadoutName};
// Set new name
(_data select _loadoutIndex) set [0, _editBoxContent];
if (is3DEN && {GVAR(currentLoadoutsTab) == IDC_buttonDefaultLoadouts}) then {
set3DENMissionAttributes [[QGVAR(DummyCategory), QGVAR(DefaultLoadoutsListAttribute), GVAR(defaultLoadoutsList)]];
};
private _currentLoadoutsTab = str GVAR(currentLoadoutsTab);
_contentPanelCtrl setVariable [_editBoxContent + _currentLoadoutsTab, _contentPanelCtrl getVariable [_loadoutName + _currentLoadoutsTab, []]];
_contentPanelCtrl setVariable [_loadoutName + _currentLoadoutsTab, nil];
// Update the current row's loadout name
_contentPanelCtrl lnbSetText [[_curSelRow, 1], _editBoxContent];
// Sort loadouts alphabetically
_contentPanelCtrl lnbSort [1, false];
// Select the newly renamed loadout
for "_lbIndex" from 0 to (lnbSize _contentPanelCtrl select 0) - 1 do {
if ((_contentPanelCtrl lnbText [_lbIndex, 1]) == _editBoxContent) exitWith {
_contentPanelCtrl lnbSetCurSelRow _lbIndex;
};
};
[findDisplay IDD_ace_arsenal, [_loadoutName, LLSTRING(loadoutRenamed), _editBoxContent] joinString " "] call FUNC(message);