Eden Editor: Entity Context Menu: Difference between revisions

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(fixed incorrect condition)
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WIP
== 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.<br><br>
 
<code>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 = "\3denEnhanced\data\Enh_icon_clipboard.paa";//Icon used for the entry called '''Log'''
items[] +=//Here we list all items we want to add to the '''Log''' class.
{
"Enh_LogFactions"
};
};
class Enh_LogFactions//Now we need to define the entry itself which will be inside the '''Log''' folder '''(Level 2)'''
{
text = $STR_ENH_tools_logFaction_displayName;//Name of the entry, ideally localised
action = "call Enh_fnc_logFactions";//The code which is executed when the entry was selected
conditionShow = "hoverObject";//The Condition, see below
};
};
};
};</code>
 
 


== Conditions ==
== Conditions ==

Revision as of 23:02, 10 January 2018

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.

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 = "\3denEnhanced\data\Enh_icon_clipboard.paa";//Icon used for the entry called Log items[] +=//Here we list all items we want to add to the Log class. { "Enh_LogFactions" }; }; class Enh_LogFactions//Now we need to define the entry itself which will be inside the Log folder (Level 2) { text = $STR_ENH_tools_logFaction_displayName;//Name of the entry, ideally localised action = "call Enh_fnc_logFactions";//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