mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
c8404f496e
* 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>
420 lines
16 KiB
Plaintext
420 lines
16 KiB
Plaintext
#include "script_component.hpp"
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#include "..\defines.hpp"
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/*
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* Author: Alganthe, johnb43
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* Fills right panel.
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*
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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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*
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* Return Value:
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* None
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*
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* Public: No
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*/
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params ["_display", "_control"];
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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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};
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// Show new control background
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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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private _searchbarCtrl = _display displayCtrl IDC_rightSearchbar;
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// Show right search bar
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if (!(ctrlShown _searchbarCtrl) || {ctrlFade _searchbarCtrl > 0}) then {
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_searchbarCtrl ctrlShow true;
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_searchbarCtrl ctrlSetFade 0;
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_searchbarCtrl ctrlCommit 0;
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};
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private _cfgMagazines = configFile >> "CfgMagazines";
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private _cfgWeapons = configFile >> "CfgWeapons";
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private _rightPanelCache = uiNamespace getVariable QGVAR(rightPanelCache);
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private _fnc_fillRightContainer = {
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params ["_configCategory", "_className", "_hasItemInfo", ["_isUnique", false, [false]], ["_unknownOrigin", false, [false]]];
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// If item is not in the arsenal, it must be unique
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if (!_isUnique && {!(_className in GVAR(virtualItemsFlat))}) then {
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_isUnique = true;
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};
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// If not in cache, find info and cache it for later use
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(_rightPanelCache getOrDefaultCall [_configCategory + _className, {
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// Get display name, picture and mass
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private _configPath = configFile >> _configCategory >> _className;
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// "Misc. items" magazines (e.g. spare barrels, intel, photos)
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if (_className in (uiNamespace getVariable QGVAR(magazineMiscItems))) then {
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_configPath = _cfgMagazines >> _className;
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_hasItemInfo = false;
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};
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// If an item with unknown origin is in the arsenal list, try to find it
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if (_unknownOrigin && {isNull _configPath}) then {
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_configPath = _className call CBA_fnc_getItemConfig;
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// Check if item is object (this should never happen)
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if (isNull _configPath) then {
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_configPath = _className call CBA_fnc_getObjectConfig;
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};
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// Check if item is has item info
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_itemInfo = isClass (_cfgWeapons >> configName _configPath);
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};
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// Get mass
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private _mass = if (!_hasItemInfo) then {
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getNumber (_configPath >> "mass")
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} else {
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private _mass = getNumber (_configPath >> "itemInfo" >> "mass");
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if (_mass == 0) then {
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_mass = getNumber (_configPath >> "WeaponSlotsInfo" >> "mass");
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};
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_mass
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};
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_rightPanelCache set [_className, _mass]; // Needed because this provides more accurate weight for FUNC(updateRightPanel)
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[getText (_configPath >> "displayName"), getText (_configPath >> "picture"), _mass]
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}, true]) params ["_displayName", "_picture", "_mass"];
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private _lbAdd = _ctrlPanel lnbAddRow ["", _displayName, "0"];
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_ctrlPanel lnbSetData [[_lbAdd, 0], _className];
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_ctrlPanel lnbSetPicture [[_lbAdd, 0], _picture];
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_ctrlPanel lnbSetValue [[_lbAdd, 0], _mass];
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_ctrlPanel lnbSetValue [[_lbAdd, 2], [0, 1] select _isUnique];
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_ctrlPanel lnbSetTooltip [[_lbAdd, 0], format ["%1\n%2", _displayName, _className]];
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};
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private _ctrlPanel = _display displayCtrl IDC_rightTabContent;
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private _listnBox = _display displayCtrl IDC_rightTabContentListnBox;
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// Reset right panel content
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lbClear _ctrlPanel;
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lbClear _listnBox;
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_ctrlPanel lbSetCurSel -1;
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_listnBox lbSetCurSel -1;
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// Retrieve compatible items
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private _itemToCheck = "";
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private _compatibleItems = [];
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private _compatibleMagsMuzzle = [];
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private _compatibleMagsAll = createHashMap;
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switch (GVAR(currentLeftPanel)) do {
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// If weapons or binoculars are chosen, get their compatible magazines & items
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// Weapons and binoculars
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case IDC_buttonPrimaryWeapon;
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case IDC_buttonHandgun;
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case IDC_buttonSecondaryWeapon;
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case IDC_buttonBinoculars: {
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(switch (GVAR(currentLeftPanel)) do {
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case IDC_buttonPrimaryWeapon: {
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[IDX_CURR_PRIMARY_WEAPON, IDX_CURR_PRIMARY_WEAPON_ITEMS]
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};
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case IDC_buttonHandgun: {
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[IDX_CURR_HANDGUN_WEAPON, IDX_CURR_HANDGUN_WEAPON_ITEMS]
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};
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case IDC_buttonSecondaryWeapon: {
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[IDX_CURR_SECONDARY_WEAPON, IDX_CURR_SECONDARY_WEAPON_ITEMS]
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};
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case IDC_buttonBinoculars: {
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[IDX_CURR_BINO, IDX_CURR_BINO_ITEMS]
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};
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}) params ["_currentWeaponIndex", "_currentWeaponItemsIndex"];
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private _index = [IDC_buttonMuzzle, IDC_buttonItemAcc, IDC_buttonOptic, IDC_buttonBipod, IDC_buttonCurrentMag, IDC_buttonCurrentMag2] find _ctrlIDC;
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private _weapon = GVAR(currentItems) select _currentWeaponIndex;
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// Check if weapon attachement or magazine
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if (_index != -1) then {
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_itemToCheck = (GVAR(currentItems) select _currentWeaponItemsIndex) select _index;
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// If weapon attachment, get base weapon; Get compatible items
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if (_index <= 3) then {
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_compatibleItems = compatibleItems _weapon;
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_itemToCheck = _itemToCheck call FUNC(baseWeapon);
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} else {
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// Get compatible magazines for primary & secondary muzzle (secondary muzzle is not guaranteed to exist)
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// Assumption: One weapon can have two muzzles maximum
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_compatibleMagsMuzzle = compatibleMagazines [_weapon, (_weapon call CBA_fnc_getMuzzles) param [_index - 4, ""]];
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};
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};
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};
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// Uniform, vest or backpack
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case IDC_buttonUniform;
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case IDC_buttonVest;
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case IDC_buttonBackpack: {
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_ctrlPanel = _listnBox;
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// This is for the "compatible magazines" tab when a container is open
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if (_ctrlIDC == IDC_buttonMag) then {
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// Get all compatibles magazines with unit's weapons (including compatible magazines that aren't in configItems)
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{
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_compatibleMagsAll insert [true, compatibleMagazines _x, []];
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} forEach [GVAR(currentItems) select IDX_CURR_PRIMARY_WEAPON, GVAR(currentItems) select IDX_CURR_HANDGUN_WEAPON, GVAR(currentItems) select IDX_CURR_SECONDARY_WEAPON, GVAR(currentItems) select IDX_CURR_BINO];
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};
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};
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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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// 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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// Add an empty entry if left panel is a weapon or bino
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if (_leftPanelState && {_ctrlIDC in [RIGHT_PANEL_ACC_IDCS, IDC_buttonCurrentMag, IDC_buttonCurrentMag2]}) then {
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private _addEmpty = _ctrlPanel lbAdd format [" <%1>", localize "str_empty"];
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_ctrlPanel lbSetValue [_addEmpty, -1];
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};
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// Fill right panel according to category choice
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switch (_ctrlIDC) do {
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// Optics, flashlights, muzzle attachments, bipods
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case IDC_buttonOptic;
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case IDC_buttonItemAcc;
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case IDC_buttonMuzzle;
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case IDC_buttonBipod: {
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private _index = [IDX_VIRT_OPTICS_ATTACHMENTS, IDX_VIRT_FLASHLIGHT_ATTACHMENTS, IDX_VIRT_MUZZLE_ATTACHMENTS, IDX_VIRT_BIPOD_ATTACHMENTS] select ([RIGHT_PANEL_ACC_IDCS] find _ctrlIDC);
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if (_leftPanelState) then {
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{
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if (_x in ((GVAR(virtualItems) get IDX_VIRT_ATTACHMENTS) get _index)) then {
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["CfgWeapons", _x, _ctrlPanel] call FUNC(addListBoxItem);
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};
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} forEach _compatibleItems;
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} else {
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{
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["CfgWeapons", _x, true] call _fnc_fillRightContainer;
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} forEach (keys ((GVAR(virtualItems) get IDX_VIRT_ATTACHMENTS) get _index));
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{
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["CfgWeapons", _x, true, true] call _fnc_fillRightContainer;
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} forEach (keys ((GVAR(virtualItems) get IDX_VIRT_UNIQUE_ATTACHMENTS) get _index));
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};
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};
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// Current primary & secondary muzzle compatible magazines
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case IDC_buttonCurrentMag;
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case IDC_buttonCurrentMag2: {
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if (_leftPanelState) then {
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{
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if (_x in (GVAR(virtualItems) get IDX_VIRT_ITEMS_ALL)) then {
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["CfgMagazines", _x, _ctrlPanel] call FUNC(addListBoxItem);
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};
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} forEach _compatibleMagsMuzzle;
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};
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};
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// All compatible magazines
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case IDC_buttonMag: {
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{
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if (_x in (GVAR(virtualItems) get IDX_VIRT_ITEMS_ALL)) then {
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["CfgMagazines", _x, false] call _fnc_fillRightContainer;
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continue;
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};
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if (_x in (GVAR(virtualItems) get IDX_VIRT_UNIQUE_VIRT_ITEMS_ALL)) then {
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["CfgMagazines", _x, false, true] call _fnc_fillRightContainer;
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};
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} forEach (keys _compatibleMagsAll);
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};
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// All magazines
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case IDC_buttonMagALL: {
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{
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["CfgMagazines", _x, false] call _fnc_fillRightContainer;
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_ITEMS_ALL));
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{
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["CfgMagazines", _x, false, true] call _fnc_fillRightContainer;
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIQUE_VIRT_ITEMS_ALL));
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};
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// Grenades
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case IDC_buttonThrow: {
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{
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["CfgMagazines", _x, false] call _fnc_fillRightContainer;
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_GRENADES));
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{
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["CfgMagazines", _x, false, true] call _fnc_fillRightContainer;
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIQUE_GRENADES));
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};
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// Explosives
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case IDC_buttonPut: {
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{
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["CfgMagazines", _x, false] call _fnc_fillRightContainer;
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_EXPLOSIVES));
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{
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["CfgMagazines", _x, false, true] call _fnc_fillRightContainer;
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIQUE_EXPLOSIVES));
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};
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// Misc. items
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case IDC_buttonMisc: {
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// Don't add items that will be in a custom right panel button
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private _items = createHashMap;
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if (!isNil QGVAR(customRightPanelButtons)) then {
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{
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if (!isNil "_x") then {
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_items insert [true, _x select 0, []];
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};
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} forEach GVAR(customRightPanelButtons);
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};
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// "Regular" misc. items
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{
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if !(_x in _items) then {
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["CfgWeapons", _x, true] call _fnc_fillRightContainer;
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};
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_MISC_ITEMS));
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// Unique items
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{
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if !(_x in _items) then {
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["CfgWeapons", _x, true, true] call _fnc_fillRightContainer;
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};
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIQUE_MISC_ITEMS));
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// Unique backpacks
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{
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if !(_x in _items) then {
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["CfgVehicles", _x, false, true] call _fnc_fillRightContainer;
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};
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIQUE_BACKPACKS));
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// Unique goggles
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{
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if !(_x in _items) then {
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["CfgGlasses", _x, false, true] call _fnc_fillRightContainer;
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};
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIQUE_GOGGLES));
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// Unknown items
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{
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if !(_x in _items) then {
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["CfgWeapons", _x, true, true, true] call _fnc_fillRightContainer;
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};
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} forEach (keys (GVAR(virtualItems) get IDX_VIRT_UNIQUE_UNKNOWN_ITEMS));
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};
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// Custom buttons
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default {
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private _items = (GVAR(customRightPanelButtons) param [[RIGHT_PANEL_CUSTOM_BUTTONS] find _ctrlIDC, []]) param [0, []];
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if (_items isNotEqualTo []) then {
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{
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switch (true) do {
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// "Regular" misc. items
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case (_x in (GVAR(virtualItems) get IDX_VIRT_MISC_ITEMS)): {
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["CfgWeapons", _x, true] call _fnc_fillRightContainer;
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};
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// Unique items
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case (_x in (GVAR(virtualItems) get IDX_VIRT_UNIQUE_MISC_ITEMS)): {
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["CfgWeapons", _x, true, true] call _fnc_fillRightContainer;
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};
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// Unique backpacks
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case (_x in (GVAR(virtualItems) get IDX_VIRT_UNIQUE_BACKPACKS)): {
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["CfgVehicles", _x, false, true] call _fnc_fillRightContainer;
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};
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// Unique goggles
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case (_x in (GVAR(virtualItems) get IDX_VIRT_UNIQUE_GOGGLES)): {
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["CfgGlasses", _x, false, true] call _fnc_fillRightContainer;
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};
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// Unknown items
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case (_x in (GVAR(virtualItems) get IDX_VIRT_UNIQUE_UNKNOWN_ITEMS)): {
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["CfgWeapons", _x, true, true, true] call _fnc_fillRightContainer;
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};
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};
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} forEach _items;
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};
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};
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};
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// When switching tabs, clear searchbox
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if (GVAR(currentRightPanel) != _ctrlIDC) then {
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(_display displayCtrl IDC_rightSearchbar) ctrlSetText "";
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};
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// Trigger event
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GVAR(currentRightPanel) = _ctrlIDC;
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[QGVAR(rightPanelFilled), [_display, GVAR(currentLeftPanel), _ctrlIDC]] call CBA_fnc_localEvent;
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// Add current items, change progress bar of container load and get relevant container
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if (GVAR(currentLeftPanel) in [IDC_buttonUniform, IDC_buttonVest, IDC_buttonBackpack]) then {
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private _containerItems = [];
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private _container = switch (GVAR(currentLeftPanel)) do {
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// Uniform
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case IDC_buttonUniform: {
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// Update load bar
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(_display displayCtrl IDC_loadIndicatorBar) progressSetPosition (loadUniform GVAR(center));
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// Get all items from container (excluding container itself)
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_containerItems = [GVAR(center), 0, 3, 0, 0, false] call EFUNC(common,uniqueUnitItems);
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uniformContainer GVAR(center)
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};
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// Vest
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case IDC_buttonVest: {
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// Update load bar
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(_display displayCtrl IDC_loadIndicatorBar) progressSetPosition (loadVest GVAR(center));
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// Get all items from container (excluding container itself)
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_containerItems = [GVAR(center), 0, 0, 3, 0, false] call EFUNC(common,uniqueUnitItems);
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vestContainer GVAR(center)
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};
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// Backpack
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case IDC_buttonBackpack: {
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// Update load bar
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(_display displayCtrl IDC_loadIndicatorBar) progressSetPosition (loadBackpack GVAR(center));
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// Get all items from container (excluding container itself)
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_containerItems = [GVAR(center), 0, 0, 0, 3, false] call EFUNC(common,uniqueUnitItems);
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backpackContainer GVAR(center)
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};
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};
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// Find out how many items of a type there are and update the number displayed
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for "_lbIndex" from 0 to (lnbSize _ctrlPanel select 0) - 1 do {
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_ctrlPanel lnbSetText [[_lbIndex, 2], str (_containerItems getOrDefault [_ctrlPanel lnbData [_lbIndex, 0], 0])];
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};
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// Refresh availibility of items based on space remaining in container
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[_ctrlPanel, _container, _containerItems isNotEqualTo []] call FUNC(updateRightPanel);
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};
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// Sorting
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[_display, _control, _display displayCtrl IDC_sortRightTab, _display displayCtrl IDC_sortRightTabDirection] call FUNC(fillSort);
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// Try to select previously selected item again, otherwise select first item ("Empty")
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if (_itemToCheck != "") then {
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private _index = 0;
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for "_lbIndex" from 0 to (lbSize _ctrlPanel) - 1 do {
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if ((_ctrlPanel lbData _lbIndex) == _itemToCheck) exitWith {
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_index = _lbIndex;
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};
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};
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_ctrlPanel lbSetCurSel _index;
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} else {
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_ctrlPanel lbSetCurSel 0;
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};
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