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Added MENU_MISSION classes and fixed bug in SCORING
-- Added class MENU_MISSION -- Added class MENU_MISSION_COMMAND -- Revised documentation of Menu -- Fixed bug in SCORING class to set the scoring menu
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@ -15,23 +15,26 @@
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--
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-- ### To manage **main menus**, the classes begin with **MENU_**:
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--
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-- * @{Menu#MENU_CLIENT}: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".
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-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
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-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
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-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
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-- * @{Menu#MENU_COALITION}: Manages main menus for whole COALITIONs.
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-- * @{Menu#MENU_CLIENT}: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".
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--
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-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
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--
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-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
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-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
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-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
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-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
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-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole COALITIONs.
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-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
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--
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-- ===
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--
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-- The above menus classes **are derived** from 2 main **abstract** classes defined within the MOOSE framework (so don't use these):
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--
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-- 1) MENU_ BASE classes (don't use them)
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-- ======================================
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-- The underlying base menu classes are not to be used within your missions. They simply are abstract classes defining a couple of fields that are used by the
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-- 1) MENU_ BASE abstract base classes (don't use them)
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-- ====================================================
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-- The underlying base menu classes are **NOT** to be used within your missions.
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-- These are simply abstract base classes defining a couple of fields that are used by the
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-- derived MENU_ classes to manage menus.
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--
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-- 1.1) @{Menu#MENU_BASE} class, extends @{Base#BASE}
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@ -44,45 +47,41 @@
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--
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-- ===
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--
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-- The next menus define the MENU classes that you can use within your missions:
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-- **The next menus define the MENU classes that you can use within your missions.**
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--
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-- 2) MENU MISSION classes
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-- ======================
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-- The underlying classes manage the menus for a complete mission file.
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--
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-- 2) MENU COALITION classes
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-- 2.1) @{Menu#MENU_MISSION} class, extends @{Menu#MENU_BASE}
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-- ---------------------------------------------------------
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-- The @{Menu#MENU_MISSION} class manages the main menus for a complete mission.
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-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
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--
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-- 2.2) @{Menu#MENU_MISSION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- -------------------------------------------------------------------------
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-- The @{Menu#MENU_MISSION_COMMAND} class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
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--
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-- ===
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--
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-- 3) MENU COALITION classes
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-- =========================
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-- The underlying classes manage the menus for whole coalitions.
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--
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-- 2.1) @{Menu#MENU_COALITION} class, extends @{Menu#MENU_BASE}
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-- 3.1) @{Menu#MENU_COALITION} class, extends @{Menu#MENU_BASE}
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-- ------------------------------------------------------------
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-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
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-- Refer to the respective methods documentation for usage examples.
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--
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-- 2.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- 3.2) @{Menu#MENU_COALITION_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- ----------------------------------------------------------------------------
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-- The @{Menu#MENU_COALITION_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
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-- Refer to the respective methods documentation for usage examples.
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--
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-- ===
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--
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-- 3) MENU CLIENT classes
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-- ======================
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-- The underlying classes manage the menus for units with skill level client or player.
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--
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-- 3.1) @{Menu#MENU_CLIENT} class, extends @{Menu#MENU_BASE}
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-- ---------------------------------------------------------
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-- The @{Menu#MENU_CLIENT} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}.
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-- Refer to the respective methods documentation for usage examples.
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--
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-- 3.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- -------------------------------------------------------------------------
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-- The @{Menu#MENU_CLIENT_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT_COMMAND.Remove}.
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-- Refer to the respective methods documentation for usage examples.
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--
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-- ===
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--
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@ -95,17 +94,33 @@
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-- The @{Menu#MENU_GROUP} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_GROUP.New} method, which constructs a MENU_GROUP object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP.Remove}.
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-- Refer to the respective methods documentation for usage examples.
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--
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-- 4.2) @{Menu#MENU_GROUP_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- ------------------------------------------------------------------------
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-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
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-- Refer to the respective methods documentation for usage examples.
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--
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-- ===
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--
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--
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-- 5) MENU CLIENT classes
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-- ======================
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-- The underlying classes manage the menus for units with skill level client or player.
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--
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-- 5.1) @{Menu#MENU_CLIENT} class, extends @{Menu#MENU_BASE}
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-- ---------------------------------------------------------
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-- The @{Menu#MENU_CLIENT} class manages the main menus for coalitions.
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-- You can add menus with the @{#MENU_CLIENT.New} method, which constructs a MENU_CLIENT object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT.Remove}.
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--
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-- 5.2) @{Menu#MENU_CLIENT_COMMAND} class, extends @{Menu#MENU_COMMAND_BASE}
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-- -------------------------------------------------------------------------
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-- The @{Menu#MENU_CLIENT_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
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-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_COMMAND object and returns you the object reference.
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-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_CLIENT_COMMAND.Remove}.
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--
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-- ===
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--
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-- ### Contributions: -
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-- ### Authors: FlightControl : Design & Programming
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--
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@ -171,6 +186,124 @@ do -- MENU_COMMAND_BASE
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end
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do -- MENU_MISSION
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--- The MENU_MISSION class
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-- @type MENU_MISSION
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-- @extends Menu#MENU_BASE
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MENU_MISSION = {
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ClassName = "MENU_MISSION"
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}
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--- MENU_MISSION constructor. Creates a new MENU_MISSION object and creates the menu for a complete mission file.
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-- @param #MENU_MISSION self
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-- @param #string MenuText The text for the menu.
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-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
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-- @return #MENU_MISSION self
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function MENU_MISSION:New( MenuText, ParentMenu )
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local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
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self:F( { MenuText, ParentMenu } )
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self.MenuText = MenuText
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self.ParentMenu = ParentMenu
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self.Menus = {}
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self:T( { MenuText } )
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self.MenuPath = missionCommands.addSubMenu( MenuText, self.MenuParentPath )
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self:T( { self.MenuPath } )
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if ParentMenu and ParentMenu.Menus then
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ParentMenu.Menus[self.MenuPath] = self
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end
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return self
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end
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--- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept!
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-- @param #MENU_MISSION self
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-- @return #MENU_MISSION self
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function MENU_MISSION:RemoveSubMenus()
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self:F( self.MenuPath )
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for MenuID, Menu in pairs( self.Menus ) do
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Menu:Remove()
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end
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end
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--- Removes the main menu and the sub menus recursively of this MENU_MISSION.
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-- @param #MENU_MISSION self
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-- @return #nil
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function MENU_MISSION:Remove()
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self:F( self.MenuPath )
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self:RemoveSubMenus()
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missionCommands.removeItem( self.MenuPath )
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if self.ParentMenu then
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self.ParentMenu.Menus[self.MenuPath] = nil
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end
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return nil
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end
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end
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do -- MENU_MISSION_COMMAND
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--- The MENU_MISSION_COMMAND class
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-- @type MENU_MISSION_COMMAND
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-- @extends Menu#MENU_COMMAND_BASE
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MENU_MISSION_COMMAND = {
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ClassName = "MENU_MISSION_COMMAND"
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}
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--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
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-- @param #MENU_MISSION_COMMAND self
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-- @param #string MenuText The text for the menu.
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-- @param Menu#MENU_MISSION ParentMenu The parent menu.
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-- @param CommandMenuFunction A function that is called when the menu key is pressed.
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-- @param CommandMenuArgument An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.
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-- @return #MENU_MISSION_COMMAND self
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function MENU_MISSION_COMMAND:New( MenuText, ParentMenu, CommandMenuFunction, ... )
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local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
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self.MenuText = MenuText
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self.ParentMenu = ParentMenu
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self:T( { MenuText, CommandMenuFunction, arg } )
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self.MenuPath = missionCommands.addCommand( MenuText, self.MenuParentPath, self.MenuCallHandler, arg )
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ParentMenu.Menus[self.MenuPath] = self
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return self
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end
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--- Removes a radio command item for a coalition
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-- @param #MENU_MISSION_COMMAND self
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-- @return #nil
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function MENU_MISSION_COMMAND:Remove()
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self:F( self.MenuPath )
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missionCommands.removeItem( self.MenuPath )
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if self.ParentMenu then
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self.ParentMenu.Menus[self.MenuPath] = nil
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end
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return nil
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end
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end
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do -- MENU_COALITION
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--- The MENU_COALITION class
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@ -70,8 +70,8 @@ end
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-- @param #SCORING self
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-- @return #SCORING self
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function SCORING:ScoreMenu()
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self.Menu = SUBMENU:New( 'Scoring' )
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self.AllScoresMenu = COMMANDMENU:New( 'Score All Active Players', self.Menu, SCORING.ReportScoreAll, self )
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self.Menu = MENU_MISSION:New( 'Scoring' )
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self.AllScoresMenu = MENU_MISSION_COMMAND:New( 'Score All Active Players', self.Menu, SCORING.ReportScoreAll, self )
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--- = COMMANDMENU:New('Your Current Score', ReportScore, SCORING.ReportScorePlayer, self )
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return self
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end
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@ -120,17 +120,24 @@ There will be as many AI GROUPS spawned as there at CLIENTS in SET</em>CLIENT no
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<h2>1.3) AIBALANCER allows AI to patrol specific zones:</h2>
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<p>Use <a href="AIBalancer.html##(AIBALANCER).SetPatrolZone">AIBalancer#AIBALANCER.SetPatrolZone</a>() to specify a zone where the AI needs to patrol.</p>
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<hr/>
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<h1>CREDITS</h1>
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<p><strong>Dutch_Baron (James)</strong> Who you can search on the Eagle Dynamics Forums.
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Working together with James has resulted in the creation of the AIBALANCER class.
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James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</p>
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<h3>Contributions:</h3>
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<p><strong>SNAFU</strong>
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Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
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None of the script code has been used however within the new AIBALANCER moose class.</p>
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<ul>
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<li><p><strong>Dutch_Baron (James)</strong> Who you can search on the Eagle Dynamics Forums. <br/>
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Working together with James has resulted in the creation of the AIBALANCER class. <br/>
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James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)</p></li>
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<li><p><strong>SNAFU</strong>
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Had a couple of mails with the guys to validate, if the same concept in the GCI/CAP script could be reworked within MOOSE.
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None of the script code has been used however within the new AIBALANCER moose class.</p></li>
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</ul>
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<h3>Authors:</h3>
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<ul>
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<li>FlightControl - Framework Design & Programming</li>
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</ul>
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<h2>Global(s)</h2>
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@ -144,6 +144,9 @@ The following names can be given:
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* Creech
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* Groom Lake</p>
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<h3>Contributions: Dutch Baron - Concept & Testing</h3>
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<h3>Author: FlightControl - Framework Design & Programming</h3>
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<h2>Global(s)</h2>
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<table class="function_list">
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@ -152,9 +152,18 @@
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<hr/>
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<p> ### Contributions: Mechanic - Concept & Testing
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### Authors: FlightControl : Design & Programming
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</p>
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<p> ### Contributions: </p>
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<ul>
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<li>Mechanist : Concept & Testing</li>
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</ul>
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<p> ### Authors: </p>
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<ul>
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<li>FlightControl : Design & Programming
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</li>
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</ul>
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<h2>Global(s)</h2>
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<table class="function_list">
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@ -145,7 +145,7 @@ Find a summary below describing for which situation a task type is created:</p>
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<hr/>
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<h3>Contributions: Mechanic, Prof_Hilactic, FlightControl - Concept & Testing</h3>
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<h3>Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing</h3>
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<h3>Author: FlightControl - Framework Design & Programming</h3>
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@ -112,25 +112,28 @@ On top, MOOSE implements <strong>variable parameter</strong> passing for command
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<h3>To manage <strong>main menus</strong>, the classes begin with <strong>MENU_</strong>:</h3>
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<ul>
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<li><a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a>: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
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<li><a href="Menu.html##(MENU_MISSION)">Menu#MENU_MISSION</a>: Manages main menus for whole mission file.</li>
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<li><a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a>: Manages main menus for whole coalition.</li>
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<li><a href="Menu.html##(MENU_GROUP)">Menu#MENU_GROUP</a>: Manages main menus for GROUPs.</li>
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<li><a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a>: Manages main menus for whole COALITIONs.</li>
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<li><a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a>: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
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</ul>
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<h3>To manage <strong>command menus</strong>, which are menus that allow the player to issue <strong>functions</strong>, the classes begin with <strong>MENU<em>COMMAND</em></strong>:</h3>
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<ul>
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<li><a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a>: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
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<li><a href="Menu.html##(MENU_MISSION_COMMAND)">Menu#MENU<em>MISSION</em>COMMAND</a>: Manages command menus for whole mission file.</li>
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<li><a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a>: Manages command menus for whole coalition.</li>
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<li><a href="Menu.html##(MENU_GROUP_COMMAND)">Menu#MENU<em>GROUP</em>COMMAND</a>: Manages command menus for GROUPs.</li>
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<li><a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a>: Manages command menus for whole COALITIONs.</li>
|
||||
<li><a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a>: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>The above menus classes <strong>are derived</strong> from 2 main <strong>abstract</strong> classes defined within the MOOSE framework (so don't use these):</p>
|
||||
|
||||
<h1>1) MENU_ BASE classes (don't use them)</h1>
|
||||
<p>The underlying base menu classes are not to be used within your missions. They simply are abstract classes defining a couple of fields that are used by the
|
||||
<h1>1) MENU_ BASE abstract base classes (don't use them)</h1>
|
||||
<p>The underlying base menu classes are <strong>NOT</strong> to be used within your missions.
|
||||
These are simply abstract base classes defining a couple of fields that are used by the
|
||||
derived MENU_ classes to manage menus.</p>
|
||||
|
||||
<h2>1.1) <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a> class, extends <a href="Base.html##(BASE)">Base#BASE</a></h2>
|
||||
@ -141,39 +144,35 @@ derived MENU_ classes to manage menus.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<p>The next menus define the MENU classes that you can use within your missions:</p>
|
||||
<p><strong>The next menus define the MENU classes that you can use within your missions.</strong></p>
|
||||
|
||||
<h1>2) MENU COALITION classes</h1>
|
||||
<p>The underlying classes manage the menus for whole coalitions.</p>
|
||||
<h1>2) MENU MISSION classes</h1>
|
||||
<p>The underlying classes manage the menus for a complete mission file.</p>
|
||||
|
||||
<h2>2.1) <a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_COALITION).New">MENU_COALITION.New</a> method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_COALITION).Remove">MENU_COALITION.Remove</a>.
|
||||
Refer to the respective methods documentation for usage examples.</p>
|
||||
<h2>2.1) <a href="Menu.html##(MENU_MISSION)">Menu#MENU_MISSION</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_MISSION)">Menu#MENU_MISSION</a> class manages the main menus for a complete mission. <br/>
|
||||
You can add menus with the <a href="##(MENU_MISSION).New">MENU_MISSION.New</a> method, which constructs a MENU_MISSION object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_MISSION).Remove">MENU_MISSION.Remove</a>.</p>
|
||||
|
||||
<h2>2.2) <a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_COALITION_COMMAND).New">MENU<em>COALITION</em>COMMAND.New</a> method, which constructs a MENU<em>COALITION</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_COALITION_COMMAND).Remove">MENU<em>COALITION</em>COMMAND.Remove</a>.
|
||||
Refer to the respective methods documentation for usage examples.</p>
|
||||
<h2>2.2) <a href="Menu.html##(MENU_MISSION_COMMAND)">Menu#MENU<em>MISSION</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_MISSION_COMMAND)">Menu#MENU<em>MISSION</em>COMMAND</a> class manages the command menus for a complete mission, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_MISSION_COMMAND).New">MENU<em>MISSION</em>COMMAND.New</a> method, which constructs a MENU<em>MISSION</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_MISSION_COMMAND).Remove">MENU<em>MISSION</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>3) MENU CLIENT classes</h1>
|
||||
<p>The underlying classes manage the menus for units with skill level client or player.</p>
|
||||
<h1>3) MENU COALITION classes</h1>
|
||||
<p>The underlying classes manage the menus for whole coalitions.</p>
|
||||
|
||||
<h2>3.1) <a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_CLIENT).New">MENU_CLIENT.New</a> method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_CLIENT).Remove">MENU_CLIENT.Remove</a>.
|
||||
Refer to the respective methods documentation for usage examples.</p>
|
||||
<h2>3.1) <a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_COALITION)">Menu#MENU_COALITION</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_COALITION).New">MENU_COALITION.New</a> method, which constructs a MENU_COALITION object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_COALITION).Remove">MENU_COALITION.Remove</a>.</p>
|
||||
|
||||
<h2>3.2) <a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_CLIENT_COMMAND).New">MENU<em>CLIENT</em>COMMAND.New</a> method, which constructs a MENU<em>CLIENT</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_CLIENT_COMMAND).Remove">MENU<em>CLIENT</em>COMMAND.Remove</a>.
|
||||
Refer to the respective methods documentation for usage examples.</p>
|
||||
<h2>3.2) <a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_COALITION_COMMAND)">Menu#MENU<em>COALITION</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_COALITION_COMMAND).New">MENU<em>COALITION</em>COMMAND.New</a> method, which constructs a MENU<em>COALITION</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_COALITION_COMMAND).Remove">MENU<em>COALITION</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -183,14 +182,27 @@ Refer to the respective methods documentation for usage examples.</p>
|
||||
<h2>4.1) <a href="Menu.html##(MENU_GROUP)">Menu#MENU_GROUP</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_GROUP)">Menu#MENU_GROUP</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_GROUP).New">MENU_GROUP.New</a> method, which constructs a MENU_GROUP object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_GROUP).Remove">MENU_GROUP.Remove</a>.
|
||||
Refer to the respective methods documentation for usage examples.</p>
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_GROUP).Remove">MENU_GROUP.Remove</a>.</p>
|
||||
|
||||
<h2>4.2) <a href="Menu.html##(MENU_GROUP_COMMAND)">Menu#MENU<em>GROUP</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_GROUP_COMMAND)">Menu#MENU<em>GROUP</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_GROUP_COMMAND).New">MENU<em>GROUP</em>COMMAND.New</a> method, which constructs a MENU<em>GROUP</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_GROUP_COMMAND).Remove">MENU<em>GROUP</em>COMMAND.Remove</a>.
|
||||
Refer to the respective methods documentation for usage examples.</p>
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_GROUP_COMMAND).Remove">MENU<em>GROUP</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h1>5) MENU CLIENT classes</h1>
|
||||
<p>The underlying classes manage the menus for units with skill level client or player.</p>
|
||||
|
||||
<h2>5.1) <a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a> class, extends <a href="Menu.html##(MENU_BASE)">Menu#MENU_BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_CLIENT)">Menu#MENU_CLIENT</a> class manages the main menus for coalitions. <br/>
|
||||
You can add menus with the <a href="##(MENU_CLIENT).New">MENU_CLIENT.New</a> method, which constructs a MENU_CLIENT object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_CLIENT).Remove">MENU_CLIENT.Remove</a>.</p>
|
||||
|
||||
<h2>5.2) <a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a> class, extends <a href="Menu.html##(MENU_COMMAND_BASE)">Menu#MENU<em>COMMAND</em>BASE</a></h2>
|
||||
<p>The <a href="Menu.html##(MENU_CLIENT_COMMAND)">Menu#MENU<em>CLIENT</em>COMMAND</a> class manages the command menus for coalitions, which allow players to execute functions during mission execution. <br/>
|
||||
You can add menus with the <a href="##(MENU_CLIENT_COMMAND).New">MENU<em>CLIENT</em>COMMAND.New</a> method, which constructs a MENU<em>CLIENT</em>COMMAND object and returns you the object reference.
|
||||
Using this object reference, you can then remove ALL the menus and submenus underlying automatically with <a href="##(MENU_CLIENT_COMMAND).Remove">MENU<em>CLIENT</em>COMMAND.Remove</a>.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
@ -246,6 +258,18 @@ Refer to the respective methods documentation for usage examples.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_GROUP_COMMAND">MENU_GROUP_COMMAND</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_MISSION">MENU_MISSION</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="#MENU_MISSION_COMMAND">MENU_MISSION_COMMAND</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -463,6 +487,56 @@ Refer to the respective methods documentation for usage examples.</p>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_GROUP_COMMAND).Remove">MENU_GROUP_COMMAND:Remove()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes a menu structure for a group.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(MENU_MISSION)">Type <code>MENU_MISSION</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_MISSION).ClassName">MENU_MISSION.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_MISSION).New">MENU_MISSION:New(MenuText, ParentMenu)</a></td>
|
||||
<td class="summary">
|
||||
<p>MENU_MISSION constructor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_MISSION).Remove">MENU_MISSION:Remove()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the main menu and the sub menus recursively of this MENU_MISSION.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_MISSION).RemoveSubMenus">MENU_MISSION:RemoveSubMenus()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes the sub menus recursively of this MENU_MISSION.</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
|
||||
<h2><a id="#(MENU_MISSION_COMMAND)">Type <code>MENU_MISSION_COMMAND</code></a></h2>
|
||||
<table class="function_list">
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_MISSION_COMMAND).ClassName">MENU_MISSION_COMMAND.ClassName</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_MISSION_COMMAND).New">MENU_MISSION_COMMAND:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, ...)</a></td>
|
||||
<td class="summary">
|
||||
<p>MENU_MISSION constructor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(MENU_MISSION_COMMAND).Remove">MENU_MISSION_COMMAND:Remove()</a></td>
|
||||
<td class="summary">
|
||||
<p>Removes a radio command item for a coalition</p>
|
||||
</td>
|
||||
</tr>
|
||||
</table>
|
||||
@ -578,6 +652,34 @@ Refer to the respective methods documentation for usage examples.</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MENU_MISSION)">#MENU_MISSION</a></em>
|
||||
<a id="MENU_MISSION" >
|
||||
<strong>MENU_MISSION</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em><a href="##(MENU_MISSION_COMMAND)">#MENU_MISSION_COMMAND</a></em>
|
||||
<a id="MENU_MISSION_COMMAND" >
|
||||
<strong>MENU_MISSION_COMMAND</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<h2><a id="#(Menu)" >Type <code>Menu</code></a></h2>
|
||||
@ -1494,6 +1596,192 @@ self</p>
|
||||
<p><em>#nil:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(MENU_MISSION)" >Type <code>MENU_MISSION</code></a></h2>
|
||||
|
||||
<p>The MENU_MISSION class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU_MISSION).ClassName" >
|
||||
<strong>MENU_MISSION.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_MISSION).New" >
|
||||
<strong>MENU_MISSION:New(MenuText, ParentMenu)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>MENU_MISSION constructor.</p>
|
||||
|
||||
|
||||
<p>Creates a new MENU_MISSION object and creates the menu for a complete mission file.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string MenuText </em></code>:
|
||||
The text for the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#table ParentMenu </em></code>:
|
||||
The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_MISSION)">#MENU_MISSION</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_MISSION).Remove" >
|
||||
<strong>MENU_MISSION:Remove()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the main menu and the sub menus recursively of this MENU_MISSION.</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#nil:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_MISSION).RemoveSubMenus" >
|
||||
<strong>MENU_MISSION:RemoveSubMenus()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes the sub menus recursively of this MENU_MISSION.</p>
|
||||
|
||||
|
||||
<p>Note that the main menu is kept!</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_MISSION)">#MENU_MISSION</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
<h2><a id="#(MENU_MISSION_COMMAND)" >Type <code>MENU_MISSION_COMMAND</code></a></h2>
|
||||
|
||||
<p>The MENU<em>MISSION</em>COMMAND class</p>
|
||||
|
||||
<h3>Field(s)</h3>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#string</em>
|
||||
<a id="#(MENU_MISSION_COMMAND).ClassName" >
|
||||
<strong>MENU_MISSION_COMMAND.ClassName</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_MISSION_COMMAND).New" >
|
||||
<strong>MENU_MISSION_COMMAND:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, ...)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>MENU_MISSION constructor.</p>
|
||||
|
||||
|
||||
<p>Creates a new radio command item for a complete mission file, which can invoke a function with parameters.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#string MenuText </em></code>:
|
||||
The text for the menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em><a href="Menu.html##(MENU_MISSION)">Menu#MENU_MISSION</a> ParentMenu </em></code>:
|
||||
The parent menu.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuFunction </em></code>:
|
||||
A function that is called when the menu key is pressed.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> CommandMenuArgument </em></code>:
|
||||
An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em> ... </em></code>: </p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(MENU_MISSION_COMMAND)">#MENU<em>MISSION</em>COMMAND</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(MENU_MISSION_COMMAND).Remove" >
|
||||
<strong>MENU_MISSION_COMMAND:Remove()</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Removes a radio command item for a coalition</p>
|
||||
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em>#nil:</em></p>
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
|
||||
|
||||
@ -109,12 +109,6 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(PROCESS).AddScore">PROCESS:AddScore(ProcessStatus, ScoreText, Score)</a></td>
|
||||
<td class="summary">
|
||||
<p>Adds a score for the PROCESS to be achieved.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(PROCESS).AllowEvents">PROCESS.AllowEvents</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -256,20 +250,6 @@ is a number providing the score of the status.</p>
|
||||
<p><em><a href="##(PROCESS)">#PROCESS</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em>#boolean</em>
|
||||
<a id="#(PROCESS).AllowEvents" >
|
||||
<strong>PROCESS.AllowEvents</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -114,6 +114,25 @@
|
||||
<li><a href="Scheduler.html##(SCHEDULER).Stop">Scheduler#SCHEDULER.Stop</a>: Stop the scheduler.</li>
|
||||
</ul>
|
||||
|
||||
<h2>1.3) Reschedule new time event</h2>
|
||||
<p>With <a href="Scheduler.html##(SCHEDULER).Schedule">Scheduler#SCHEDULER.Schedule</a> a new time event can be scheduled.</p>
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li>Mechanist : Concept & Testing</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl : Design & Programming</li>
|
||||
</ul>
|
||||
|
||||
<hr/>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
@ -136,12 +155,30 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).New">SCHEDULER:New(TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds)</a></td>
|
||||
<td class="summary">
|
||||
<p>SCHEDULER constructor.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).RandomizationFactor">SCHEDULER.RandomizationFactor</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Repeat">SCHEDULER.Repeat</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).RepeatSecondsInterval">SCHEDULER.RepeatSecondsInterval</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Schedule">SCHEDULER:Schedule(TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds)</a></td>
|
||||
<td class="summary">
|
||||
<p>Schedule a new time event.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -154,12 +191,36 @@
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Start">SCHEDULER:Start()</a></td>
|
||||
<td class="summary">
|
||||
<p>(Re-)Starts the scheduler.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).StartSeconds">SCHEDULER.StartSeconds</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).StartTime">SCHEDULER.StartTime</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).Stop">SCHEDULER:Stop()</a></td>
|
||||
<td class="summary">
|
||||
<p>Stops the scheduler.</p>
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).StopSeconds">SCHEDULER.StopSeconds</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
<td class="name" nowrap="nowrap"><a href="##(SCHEDULER).TimeEventFunctionArguments">SCHEDULER.TimeEventFunctionArguments</a></td>
|
||||
<td class="summary">
|
||||
|
||||
</td>
|
||||
</tr>
|
||||
<tr>
|
||||
@ -267,6 +328,19 @@ Specifies the amount of seconds when the scheduler will be stopped.</p>
|
||||
<p><em><a href="##(SCHEDULER)">#SCHEDULER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCHEDULER).RandomizationFactor" >
|
||||
<strong>SCHEDULER.RandomizationFactor</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -281,6 +355,73 @@ self</p>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCHEDULER).RepeatSecondsInterval" >
|
||||
<strong>SCHEDULER.RepeatSecondsInterval</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<a id="#(SCHEDULER).Schedule" >
|
||||
<strong>SCHEDULER:Schedule(TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds)</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
<p>Schedule a new time event.</p>
|
||||
|
||||
|
||||
<p>Note that the schedule will only take place if the scheduler is <em>started</em>. Even for a single schedule event, the scheduler needs to be started also.</p>
|
||||
|
||||
<h3>Parameters</h3>
|
||||
<ul>
|
||||
<li>
|
||||
|
||||
<p><code><em>#table TimeEventFunctionArguments </em></code>:
|
||||
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number StartSeconds </em></code>:
|
||||
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number RepeatSecondsInterval </em></code>:
|
||||
Specifies the interval in seconds when the scheduler will call the event function.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number RandomizationFactor </em></code>:
|
||||
Specifies a randomization factor between 0 and 1 to randomize the RepeatSecondsInterval.</p>
|
||||
|
||||
</li>
|
||||
<li>
|
||||
|
||||
<p><code><em>#number StopSeconds </em></code>:
|
||||
Specifies the amount of seconds when the scheduler will be stopped.</p>
|
||||
|
||||
</li>
|
||||
</ul>
|
||||
<h3>Return value</h3>
|
||||
|
||||
<p><em><a href="##(SCHEDULER)">#SCHEDULER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -313,6 +454,34 @@ self</p>
|
||||
<p><em><a href="##(SCHEDULER)">#SCHEDULER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCHEDULER).StartSeconds" >
|
||||
<strong>SCHEDULER.StartSeconds</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCHEDULER).StartTime" >
|
||||
<strong>SCHEDULER.StartTime</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
@ -331,6 +500,34 @@ self</p>
|
||||
<p><em><a href="##(SCHEDULER)">#SCHEDULER</a>:</em>
|
||||
self</p>
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCHEDULER).StopSeconds" >
|
||||
<strong>SCHEDULER.StopSeconds</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
<dt>
|
||||
|
||||
<em></em>
|
||||
<a id="#(SCHEDULER).TimeEventFunctionArguments" >
|
||||
<strong>SCHEDULER.TimeEventFunctionArguments</strong>
|
||||
</a>
|
||||
</dt>
|
||||
<dd>
|
||||
|
||||
|
||||
|
||||
</dd>
|
||||
</dl>
|
||||
<dl class="function">
|
||||
|
||||
@ -339,6 +339,18 @@ The following iterator methods are currently available within the SET</em>AIRBAS
|
||||
|
||||
<hr/>
|
||||
|
||||
<h3>Contributions:</h3>
|
||||
|
||||
<ul>
|
||||
<li>Mechanist : Concept & Testing</li>
|
||||
</ul>
|
||||
|
||||
<h3>Authors:</h3>
|
||||
|
||||
<ul>
|
||||
<li>FlightControl : Design & Programming</li>
|
||||
</ul>
|
||||
|
||||
|
||||
<h2>Global(s)</h2>
|
||||
<table class="function_list">
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user