ACE3/addons/arsenal/functions/fnc_attributeAddItems.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: mharis001, johnb43
* Populates 3DEN's ace arsenal attribute listbox with items of given category.
*
* Arguments:
* 0: Attribute controls group <CONTROL>
*
* Return Value:
* None
*
* Example:
* [CONTROL] call ace_arsenal_fnc_attributeAddItems
*
* Public: No
*/
params ["_controlsGroup"];
private _category = lbCurSel (_controlsGroup controlsGroupCtrl IDC_ATTRIBUTE_CATEGORY);
private _filter = toLower ctrlText (_controlsGroup controlsGroupCtrl IDC_ATTRIBUTE_SEARCHBAR);
private _configItems = uiNamespace getVariable QGVAR(configItems);
private _magazineMiscItems = uiNamespace getVariable QGVAR(magazineMiscItems);
private _attributeValue = uiNamespace getVariable [QGVAR(attributeValue), [[], 0]];
_attributeValue params ["_attributeItems", "_attributeMode"];
TRACE_3("Populating list",_category,_filter,_attributeValue);
private _modeSymbol = [SYMBOL_ITEM_VIRTUAL, SYMBOL_ITEM_REMOVE] select _attributeMode;
// Clear listbox
private _listbox = _controlsGroup controlsGroupCtrl IDC_ATTRIBUTE_LIST;
lnbClear _listbox;
private _cfgWeapons = configFile >> "CfgWeapons";
private _cfgMagazines = configFile >> "CfgMagazines";
private _cfgVehicles = configFile >> "CfgVehicles";
private _cfgGlasses = configFile >> "CfgGlasses";
// Exit with current items (no specific category)
if (_category == IDX_CAT_ALL) exitWith {
private _config = configNull;
private _displayName = "";
private _index = -1;
{
// Get appropriate config for each item (different since items can be from any category)
_config = switch (true) do {
case (_x in _magazineMiscItems);
case (_x in (_configItems get IDX_VIRT_ITEMS_ALL));
case (_x in (_configItems get IDX_VIRT_GRENADES));
case (_x in (_configItems get IDX_VIRT_EXPLOSIVES)): {_cfgMagazines >> _x};
case (_x in (_configItems get IDX_VIRT_BACKPACK)): {_cfgVehicles >> _x};
case (_x in (_configItems get IDX_VIRT_GOGGLES)): {_cfgGlasses >> _x};
default {_cfgWeapons >> _x};
};
_displayName = getText (_config >> "displayName");
// Add item if not filtered
if (_filter in (toLower _displayName) || {_filter in (toLower _x)}) then {
_index = _listbox lnbAddRow ["", _displayName, _modeSymbol];
_listbox lnbSetData [[_index, 1], _x];
_listbox lnbSetPicture [[_index, 0], getText (_config >> "picture")];
_listbox lnbSetTooltip [[_index, 0], _x];
};
} forEach _attributeItems;
// Sort alphabetically
_listbox lnbSort [1, false];
};
// Get list of category items
private _categoryItems = switch (true) do {
// Weapons
case (_category < IDX_CAT_OPTICS_ATTACHMENTS): {
(_configItems get IDX_VIRT_WEAPONS) get (_category - 1)
};
// Weapon attachments
case (_category < IDX_CAT_ITEMS_ALL): {
(_configItems get IDX_VIRT_ATTACHMENTS) get (_category - 4)
};
// Other
default {
_configItems get (_category - 6)
};
};
// Get config for current category
private _cfgClass = switch (true) do {
case (_category in [IDX_CAT_ITEMS_ALL, IDX_CAT_GRENADES, IDX_CAT_EXPLOSIVES]): {_cfgMagazines};
case (_category == IDX_CAT_BACKPACK): {_cfgVehicles};
case (_category == IDX_CAT_GOGGLES): {_cfgGlasses};
default {_cfgWeapons};
};
private _displayName = "";
private _symbol = SYMBOL_ITEM_NONE;
private _alpha = 0;
private _index = -1;
private _config = _cfgClass;
// Populate listbox with category items
{
// "Misc. items" magazines (e.g. spare barrels, intel, photos)
if (_category == IDX_CAT_MISC_ITEMS) then {
_config = [_cfgClass, _cfgMagazines] select (_x in _magazineMiscItems);
};
_displayName = getText (_config >> _x >> "displayName");
// Add item if not filtered
if (_filter in (toLower _displayName) || {_filter in (toLower _x)}) then {
// Change symbol and alpha if item already selected
if (_x in _attributeItems) then {
_symbol = _modeSymbol;
_alpha = 1;
} else {
_symbol = SYMBOL_ITEM_NONE;
_alpha = 0.5;
};
_index = _listbox lnbAddRow ["", _displayName, _symbol];
_listbox lnbSetData [[_index, 1], _x];
_listbox lnbSetPicture [[_index, 0], getText (_config >> _x >> "picture")];
_listbox lnbSetTooltip [[_index, 0], _x];
_listbox lnbSetColor [[_index, 1], [1, 1, 1, _alpha]];
_listbox lnbSetColor [[_index, 2], [1, 1, 1, _alpha]];
};
} forEach (keys _categoryItems);
// Sort alphabetically
_listbox lnbSort [1, false];