Eden Editor: Entity Context Menu: Difference between revisions

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[[Category:Eden Editor|Entity Context Menu]]
== Create a custom Entity Context Menu entry==
[[Category:Eden Editor: Editing|Entity Context Menu]]


* Entries for the '''Context Menu''' are defined in the class '''Display3DEN'''.
* The menu has multiple levels, the first level for example contains options like "Go Here" or folders like "Log". Those folders on the other hand can have another level, level 2.
<br><br>
[[File:A3_3DEN_contextMenu.jpg|500px]]


== Conditions ==
=== Adding a Level 1 Entry ===
 
<syntaxhighlight lang="cpp">
class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
class ContextMenu : ctrlMenu
{
class Items
{
items[] += { "TAG_ShowOldText" };
class TAG_ShowOldText
{
text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised
value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined
action = "systemChat 'Showing some old text.'"; // The code which is executed when the entry was selected
conditionShow = "hoverObject"; // The Condition, see below
};
};
};
};
</syntaxhighlight>
 
If you want to add a level one item which has level two entries, see the third example.


*Context menu entires can have different conditions which need to be true in order for the entry to appear
=== Adding a Level 2 Entry ===
*The condition is defined by the '''conditionShow''' config entry:


<code>class YourEntry
<syntaxhighlight lang="cpp">
class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
{
action = "call BIS_fnc_someFunction";//Can be any kind of expression defined as string
class ContextMenu : ctrlMenu
Text = "Delete Crew";//Name shown in the context menu
{
conditionShow = "hoverObjectVehicle";//Condition
class Items
};</code>
{
class Log // The easiest way to add an entry is to use one of the already available folders, here we use the class "Log" (Level 1)
{
picture = "someLogo.paa"; // Icon used for the entry called "Log"
items[] += // Here we list all items we want to add to the "Log" class.
{
"TAG_ShowSomeText"
};
};
class TAG_ShowSomeText // Now we need to define the entry itself which will be inside the "Log" folder (Level 2)
{
text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised
action = "systemChat 'Showing some text.'"; // The code which is executed when the entry was selected
conditionShow = "hoverObject"; // The Condition, see below
};
};
};
};
</syntaxhighlight>


The condition can be one of the strings from the table below, or a combination of multiple conditions.<br><br>
=== Adding a Multi-Level Entry ===


'''Example 1''': <code>conditionShow = "objectCanFly";</code>
<syntaxhighlight lang="cpp">
Entry will only show if the selected object can fly.<br><br>
class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
class ContextMenu : ctrlMenu
{
class Items
{
items[] += {"TAG_ShowAFolder"};
class TAG_ShowAFolder
{
picture = "someLogo.paa"; // Icon used for the entry called [Custom Folder]
text = "Custom Folder";
value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined
items[] = // Here we list all items we want to add to the [Custom Folder] class.
{
"TAG_ShowSomeText"
};
};
class TAG_ShowSomeText // Now we need to define the entry itself which will be the [Show Text] entry, (Level 2)
{
text = "Show Text"; //Name of the entry
action = "systemChat 'Showing some text.'"; //The code which is executed when the entry was selected
conditionShow = "hoverObject"; //The Condition, see below
};
};
};
};
</syntaxhighlight>


'''Example 2:'''  <code>conditionShow = "hoverObjectCanFly * (1 - hoverObjectFlying)";</code>
Entry will only show if the object can fly and the object isn't flying.<br><br>


'''How does it work?''' <br><br>
== Conditions ==
hoverObjectCanFly is nothing less than a bool, which can either be 0 or 1. Same for  hoverObjectFlying.
 
If hoverObjectFlying is false (0) and hoverObjectCanFly is true(1) the resulting formular looks like this:
* Context menu entries can have different conditions which need to be true in order for the entry to appear.
1 * (1-0) = 1//true, the entry will be displayed.
* The condition is defined by the '''conditionShow''' config entry.
 
<syntaxhighlight lang="cpp">
class YourEntry
{
action = "call BIS_fnc_someFunction"; // Can be any kind of expression defined as string
text = "Delete Crew"; // Name shown in the context menu
conditionShow = "hoverObjectVehicle"; // Condition
};
</syntaxhighlight>
 
The condition is a [[Simple Expression]] and can use one of the variables below:


'''Supported conditions:'''
{| class="wikitable sortable"
{| class="wikitable sortable"
! Condition
! Condition
! class="unsortable" | For Type
! class="unsortable" | Description
! class="unsortable" | Description
|-
|-
| <!-- Condition --> objectBrain
| selected
| <!-- Type --> Object
| True when an Eden entity is selected
| <!-- Description -->Object with simulation "soldier" or "UAVpilot"
|-
| hoverObjectBrain
| True when hovering over an object with simulation "soldier" or "UAVpilot"  
|-
|-
| <!-- Condition --> objectControllable
| hoverObjectVehicle
| <!-- Type --> Object
| True when hovering over a vehicle
| <!-- Description -->Object with simulation "soldier"
|-
|-
| <!-- Condition --> objectAgent
| hoverObject
| <!-- Type --> Object
| True when hovering over any object
| <!-- Description --> Object with non-empty ''agentTasks[]'', i.e., animals
|-
|-
| <!-- Condition --> objectVehicle
| hoverGroup
| <!-- Type --> Object
| True when hovering over any group
| <!-- Description -->Vehicle which can be boarded
|-
|-
| <!-- Condition --> objectSimulated
| hoverTrigger
| <!-- Type --> Object
| True when hovering over any trigger
| <!-- Description --> Object which is simulated (e.g., falls down when in the air)
|-
|-
| <!-- Condition --> objectDestructable
| hoverWaypoint
| <!-- Type --> Object
| True when hovering over any waypoint
| <!-- Description -->Indestructible object, i.e., when ''destrType'' config property set not ''DestructNo''
|-
|-
| <!-- Condition --> logicModule
| hoverLogic
| <!-- Type --> Logic
| True when hovering over any logic
| <!-- Description -->Logic which is a module (''vehicleClass'' config property is ''"Modules"'')
|-
|-
| <!-- Condition --> objectHasInventoryCargo
| hoverMarker
| <!-- Type --> Object
| True when hovering over any marker
| <!-- Description -->All objects which have an openable inventory
|-
| isMultiplayer
| True when editing in multiplayer environment
|-
| hoverObjectUav
| True when hovering over an UAV
|-
| isEditList
| True when the menu is opened from entity menu
|-
| hoverLayer
| True when hovering over a Layer
|-
| hoverObjectCanFly
| True when hovering an object which can fly
|-
| hoverObjectFlying
| True when hovering an object which is flying
|-
| selectedObject
| True when an object is selected
|-
| selectedWaypoint
| True when a waypoint is selected
|-
| selectedLogic
| True when a logic is selected
|-
| selectedMarker
| True when a Marker is selected
|}
|}


hoverObject<br>
selected<br>
selected<br>
hoverObjectBrain<br>
hoverObjectVehicle<br>
hoverObjectVehicle<br>
IsInternal<br>
hoverObject<br>
hoverGroup<br>
hoverTrigger<br>
hoverWaypoint<br>
hoverLogic<br>
hoverMarker<br>
hoverObjectAttached<br>
hoverObjectBrain<br>
isMultiplayer<br>
hoverObjectUav<br>
isEditList<br>
hoverLayer<br>
hoverObjectCanFly<br>
hoverObjectFlying<br>
selectedObject<br>
selectedWaypoint<br>
selectedLogic<br>
selectedMarker<br>


'''Exported with:'''
== Variables ==
 
Once the menu has been opened, the following variables can be accessed:
<sqf>(uiNamespace getVariable "BIS_fnc_3DENEntityMenu_data") params ["_posEntity3D", "_entity"];</sqf>
 


<code>private _classes = "true" configClasses (configFile >> "Display3DEN" >> "ContextMenu" >> "Items");
[[Category:Eden Editor: Modding|Entity Context Menu]]
private _conditions = [];
private _export = "";
private _lb = toString [0x0D, 0x0A];
{
private _name = configName _x;
private _text = getText (configFile >> "Display3DEN" >> "ContextMenu" >> "Items" >> _name >> "ConditionShow");
_conditions pushBackUnique _text;
} forEach _classes;
{
_export = _export + _x + _lb;
systemChat _export;
} forEach _conditions;
copyToClipboard _export;</code>

Latest revision as of 10:58, 6 December 2023

Create a custom Entity Context Menu entry

  • Entries for the Context Menu are defined in the class Display3DEN.
  • The menu has multiple levels, the first level for example contains options like "Go Here" or folders like "Log". Those folders on the other hand can have another level, level 2.



A3 3DEN contextMenu.jpg

Adding a Level 1 Entry

class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
	class ContextMenu : ctrlMenu
	{
		class Items
		{
			items[] += { "TAG_ShowOldText" };
			class TAG_ShowOldText
			{
				text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised
				value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined
				action = "systemChat 'Showing some old text.'"; // The code which is executed when the entry was selected
				conditionShow = "hoverObject"; // The Condition, see below
			};
		};
	};
};

If you want to add a level one item which has level two entries, see the third example.

Adding a Level 2 Entry

class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
	class ContextMenu : ctrlMenu
	{
		class Items
		{
			class Log // The easiest way to add an entry is to use one of the already available folders, here we use the class "Log" (Level 1)
			{
				picture = "someLogo.paa"; // Icon used for the entry called "Log"
				items[] += // Here we list all items we want to add to the "Log" class. 
				{
					"TAG_ShowSomeText"
				};
			};
			class TAG_ShowSomeText // Now we need to define the entry itself which will be inside the "Log" folder (Level 2)
			{
				text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised
				action = "systemChat 'Showing some text.'"; // The code which is executed when the entry was selected
				conditionShow = "hoverObject"; // The Condition, see below
			};
		};
	};
};

Adding a Multi-Level Entry

class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
	class ContextMenu : ctrlMenu
	{
		class Items
		{
			items[] += {"TAG_ShowAFolder"};
			class TAG_ShowAFolder
			{
				picture = "someLogo.paa"; // Icon used for the entry called [Custom Folder]
				text = "Custom Folder";
				value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined
				items[] = // Here we list all items we want to add to the [Custom Folder] class. 
				{
					"TAG_ShowSomeText"
				};
			};
			class TAG_ShowSomeText // Now we need to define the entry itself which will be the [Show Text] entry, (Level 2)
			{
				text = "Show Text"; //Name of the entry
				action = "systemChat 'Showing some text.'"; //The code which is executed when the entry was selected
				conditionShow = "hoverObject"; //The Condition, see below
			};
		};
	};
};


Conditions

  • Context menu entries can have different conditions which need to be true in order for the entry to appear.
  • The condition is defined by the conditionShow config entry.
class YourEntry
{
	action = "call BIS_fnc_someFunction"; // Can be any kind of expression defined as string
	text = "Delete Crew"; // Name shown in the context menu
	conditionShow = "hoverObjectVehicle"; // Condition
};

The condition is a Simple Expression and can use one of the variables below:

Condition Description
selected True when an Eden entity is selected
hoverObjectBrain True when hovering over an object with simulation "soldier" or "UAVpilot"
hoverObjectVehicle True when hovering over a vehicle
hoverObject True when hovering over any object
hoverGroup True when hovering over any group
hoverTrigger True when hovering over any trigger
hoverWaypoint True when hovering over any waypoint
hoverLogic True when hovering over any logic
hoverMarker True when hovering over any marker
isMultiplayer True when editing in multiplayer environment
hoverObjectUav True when hovering over an UAV
isEditList True when the menu is opened from entity menu
hoverLayer True when hovering over a Layer
hoverObjectCanFly True when hovering an object which can fly
hoverObjectFlying True when hovering an object which is flying
selectedObject True when an object is selected
selectedWaypoint True when a waypoint is selected
selectedLogic True when a logic is selected
selectedMarker True when a Marker is selected


Variables

Once the menu has been opened, the following variables can be accessed:

(uiNamespace getVariable "BIS_fnc_3DENEntityMenu_data") params ["_posEntity3D", "_entity"];