FlightControl_Master ce449c37b1 Reworked the sanitization of debug
Fixed an issue in Designate for the messages.
2017-11-30 10:30:42 +01:00

1002 lines
34 KiB
Lua

--- **Core** -- MENU_ classes model the definition of **hierarchical menu structures** and **commands for players** within a mission.
--
-- ===
--
-- DCS Menus can be managed using the MENU classes.
-- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to
-- set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing
-- menus is not a easy feat if you have complex menu hierarchies defined.
-- Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy.
-- On top, MOOSE implements **variable parameter** passing for command menus.
--
-- There are basically two different MENU class types that you need to use:
--
-- ### To manage **main menus**, the classes begin with **MENU_**:
--
-- * @{Menu#MENU_MISSION}: Manages main menus for whole mission file.
-- * @{Menu#MENU_COALITION}: Manages main menus for whole coalition.
-- * @{Menu#MENU_GROUP}: Manages main menus for GROUPs.
--
-- ### To manage **command menus**, which are menus that allow the player to issue **functions**, the classes begin with **MENU_COMMAND_**:
--
-- * @{Menu#MENU_MISSION_COMMAND}: Manages command menus for whole mission file.
-- * @{Menu#MENU_COALITION_COMMAND}: Manages command menus for whole coalition.
-- * @{Menu#MENU_GROUP_COMMAND}: Manages command menus for GROUPs.
--
-- ===
---
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @module Menu
MENU_INDEX = {}
MENU_INDEX.MenuMission = {}
MENU_INDEX.MenuMission.Menus = {}
MENU_INDEX.Coalition = {}
MENU_INDEX.Coalition[coalition.side.BLUE] = {}
MENU_INDEX.Coalition[coalition.side.BLUE].Menus = {}
MENU_INDEX.Coalition[coalition.side.RED] = {}
MENU_INDEX.Coalition[coalition.side.RED].Menus = {}
MENU_INDEX.Group = {}
function MENU_INDEX:ParentPath( ParentMenu, MenuText )
local Path = ParentMenu and "@" .. table.concat( ParentMenu.MenuPath or {}, "@" ) or ""
if ParentMenu then
if BASE:IsInstanceOf( "MENU_GROUP" ) or BASE:IsInstanceOf( "MENU_GROUP_COMMAND" ) then
local GroupName = ParentMenu.Group:GetName()
if not self.Group[GroupName].Menus[Path] then
BASE:E( { Path = Path, GroupName = GroupName } )
error( "Parent path not found in menu index for group menu" )
return nil
end
elseif BASE:IsInstanceOf( "MENU_COALITION" ) or BASE:IsInstanceOf( "MENU_COALITION_COMMAND" ) then
local Coalition = ParentMenu.Coalition
if not self.Coalition[Coalition].Menus[Path] then
BASE:E( { Path = Path, Coalition = Coalition } )
error( "Parent path not found in menu index for coalition menu" )
return nil
end
elseif BASE:IsInstanceOf( "MENU_MISSION" ) or BASE:IsInstanceOf( "MENU_MISSION_COMMAND" ) then
if not self.MenuMission.Menus[Path] then
BASE:E( { Path = Path } )
error( "Parent path not found in menu index for mission menu" )
return nil
end
end
end
Path = Path .. "@" .. MenuText
return Path
end
function MENU_INDEX:PrepareMission()
self.MenuMission.Menus = self.MenuMission.Menus or {}
end
function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {}
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end
function MENU_INDEX:PrepareGroup( Group )
local GroupName = Group:GetName()
self.Group[GroupName] = self.Group[GroupName] or {}
self.Group[GroupName].Menus = self.Group[GroupName].Menus or {}
end
function MENU_INDEX:HasMissionMenu( Path )
return self.MenuMission.Menus[Path]
end
function MENU_INDEX:SetMissionMenu( Path, Menu )
self.MenuMission.Menus[Path] = Menu
end
function MENU_INDEX:ClearMissionMenu( Path )
self.MenuMission.Menus[Path] = nil
end
function MENU_INDEX:HasCoalitionMenu( Coalition, Path )
return self.Coalition[Coalition].Menus[Path]
end
function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu )
self.Coalition[Coalition].Menus[Path] = Menu
end
function MENU_INDEX:ClearCoalitionMenu( Coalition, Path )
self.Coalition[Coalition].Menus[Path] = nil
end
function MENU_INDEX:HasGroupMenu( Group, Path )
local MenuGroupName = Group:GetName()
return self.Group[MenuGroupName].Menus[Path]
end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = Menu
end
function MENU_INDEX:ClearGroupMenu( Group, Path )
local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = nil
end
function MENU_INDEX:Refresh( Group )
for MenuID, Menu in pairs( self.MenuMission.Menus ) do
Menu:Refresh()
end
for MenuID, Menu in pairs( self.Coalition[coalition.side.BLUE].Menus ) do
Menu:Refresh()
end
for MenuID, Menu in pairs( self.Coalition[coalition.side.RED].Menus ) do
Menu:Refresh()
end
local GroupName = Group:GetName()
for MenuID, Menu in pairs( self.Group[GroupName].Menus ) do
Menu:Refresh()
end
end
do -- MENU_BASE
--- @type MENU_BASE
-- @extends Base#BASE
--- # MENU_BASE class, extends @{Base#BASE}
-- The MENU_BASE class defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it.
-- @field #MENU_BASE
MENU_BASE = {
ClassName = "MENU_BASE",
MenuPath = nil,
MenuText = "",
MenuParentPath = nil
}
--- Consructor
-- @param #MENU_BASE
-- @return #MENU_BASE
function MENU_BASE:New( MenuText, ParentMenu )
local MenuParentPath = {}
if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath
end
local self = BASE:Inherit( self, BASE:New() )
self.MenuPath = nil
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.MenuParentPath = MenuParentPath
self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText
self.Menus = {}
self.MenuCount = 0
self.MenuTime = timer.getTime()
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
self.ParentMenu.Menus[MenuText] = self
end
return self
end
function MENU_BASE:SetParentMenu( MenuText, Menu )
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
self.ParentMenu.Menus[MenuText] = Menu
end
end
function MENU_BASE:ClearParentMenu( MenuText )
if self.ParentMenu and self.ParentMenu.Menus[MenuText] then
self.ParentMenu.Menus[MenuText] = nil
end
end
--- Gets a @{Menu} from a parent @{Menu}
-- @param #MENU_BASE self
-- @param #string MenuText The text of the child menu.
-- @return #MENU_BASE
function MENU_BASE:GetMenu( MenuText )
return self.Menus[MenuText]
end
--- Sets a time stamp for later prevention of menu removal.
-- @param #MENU_BASE self
-- @param MenuTime
-- @return #MENU_BASE
function MENU_BASE:SetTime( MenuTime )
self.MenuTime = MenuTime
return self
end
--- Sets a tag for later selection of menu refresh.
-- @param #MENU_BASE self
-- @param #string MenuTag A Tag or Key that will filter only menu items set with this key.
-- @return #MENU_BASE
function MENU_BASE:SetTag( MenuTag )
self.MenuTag = MenuTag
return self
end
end
do -- MENU_COMMAND_BASE
--- @type MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE
--- # MENU_COMMAND_BASE class, extends @{Base#BASE}
-- ----------------------------------------------------------
-- The MENU_COMMAND_BASE class defines the main MENU class where other MENU COMMAND_
-- classes are derived from, in order to set commands.
--
-- @field #MENU_COMMAND_BASE
MENU_COMMAND_BASE = {
ClassName = "MENU_COMMAND_BASE",
CommandMenuFunction = nil,
CommandMenuArgument = nil,
MenuCallHandler = nil,
}
--- Constructor
-- @param #MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments )
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE
-- When a menu function goes into error, DCS displays an obscure menu message.
-- This error handler catches the menu error and displays the full call stack.
local ErrorHandler = function( errmsg )
env.info( "MOOSE error in MENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self:SetCommandMenuFunction( CommandMenuFunction )
self:SetCommandMenuArguments( CommandMenuArguments )
self.MenuCallHandler = function()
local function MenuFunction()
return self.CommandMenuFunction( unpack( self.CommandMenuArguments ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler )
end
return self
end
--- This sets the new command function of a menu,
-- so that if a menu is regenerated, or if command function changes,
-- that the function set for the menu is loosely coupled with the menu itself!!!
-- If the function changes, no new menu needs to be generated if the menu text is the same!!!
-- @param #MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:SetCommandMenuFunction( CommandMenuFunction )
self.CommandMenuFunction = CommandMenuFunction
return self
end
--- This sets the new command arguments of a menu,
-- so that if a menu is regenerated, or if command arguments change,
-- that the arguments set for the menu are loosely coupled with the menu itself!!!
-- If the arguments change, no new menu needs to be generated if the menu text is the same!!!
-- @param #MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:SetCommandMenuArguments( CommandMenuArguments )
self.CommandMenuArguments = CommandMenuArguments
return self
end
end
do -- MENU_MISSION
--- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE
--- # MENU_MISSION class, extends @{Menu#MENU_BASE}
--
-- The MENU_MISSION class manages the main menus for a complete mission.
-- You can add menus with the @{#MENU_MISSION.New} 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 @{#MENU_MISSION.Remove}.
-- @field #MENU_MISSION
MENU_MISSION = {
ClassName = "MENU_MISSION"
}
--- MENU_MISSION constructor. Creates a new MENU_MISSION object and creates the menu for a complete mission file.
-- @param #MENU_MISSION self
-- @param #string MenuText The text for the menu.
-- @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).
-- @return #MENU_MISSION
function MENU_MISSION:New( MenuText, ParentMenu )
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then
return MissionMenu
else
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetMissionMenu( Path, self )
self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath )
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a mission
-- @param #MENU_MISSION self
-- @return #MENU_MISSION
function MENU_MISSION:Refresh()
do
missionCommands.removeItem( self.MenuPath )
self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath )
end
end
--- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept!
-- @param #MENU_MISSION self
-- @return #MENU_MISSION
function MENU_MISSION:RemoveSubMenus()
for MenuID, Menu in pairs( self.Menus or {} ) do
Menu:Remove()
end
self.Menus = nil
end
--- Removes the main menu and the sub menus recursively of this MENU_MISSION.
-- @param #MENU_MISSION self
-- @return #nil
function MENU_MISSION:Remove( MenuTime, MenuTag )
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then
self:RemoveSubMenus()
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:E( { Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
missionCommands.removeItem( self.MenuPath )
end
MENU_INDEX:ClearMissionMenu( self.Path )
self:ClearParentMenu( self.MenuText )
return nil
end
end
end
return self
end
end
do -- MENU_MISSION_COMMAND
--- @type MENU_MISSION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_MISSION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--
-- The MENU_MISSION_COMMAND class manages the command menus for a complete mission, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_MISSION_COMMAND.New} method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION_COMMAND.Remove}.
--
-- @field #MENU_MISSION_COMMAND
MENU_MISSION_COMMAND = {
ClassName = "MENU_MISSION_COMMAND"
}
--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
-- @param #MENU_MISSION_COMMAND self
-- @param #string MenuText The text for the menu.
-- @param Menu#MENU_MISSION ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @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.
-- @return #MENU_MISSION_COMMAND self
function MENU_MISSION_COMMAND:New( MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then
MissionMenu:SetCommandMenuFunction( CommandMenuFunction )
MissionMenu:SetCommandMenuArguments( arg )
return MissionMenu
else
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetMissionMenu( Path, self )
self.MenuPath = missionCommands.addCommand( MenuText, self.MenuParentPath, self.MenuCallHandler )
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a mission
-- @param #MENU_MISSION_COMMAND self
-- @return #MENU_MISSION_COMMAND
function MENU_MISSION_COMMAND:Refresh()
do
missionCommands.removeItem( self.MenuPath )
missionCommands.addCommand( self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
end
--- Removes a radio command item for a coalition
-- @param #MENU_MISSION_COMMAND self
-- @return #nil
function MENU_MISSION_COMMAND:Remove()
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:E( { Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
missionCommands.removeItem( self.MenuPath )
end
MENU_INDEX:ClearMissionMenu( self.Path )
self:ClearParentMenu( self.MenuText )
return nil
end
end
end
return self
end
end
do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
--- # MENU_COALITION class, extends @{Menu#MENU_BASE}
--
-- The @{Menu#MENU_COALITION} class manages the main menus for coalitions.
-- You can add menus with the @{#MENU_COALITION.New} 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 @{#MENU_COALITION.Remove}.
--
--
-- @usage
-- -- This demo creates a menu structure for the planes within the red coalition.
-- -- To test, join the planes, then look at the other radio menus (Option F10).
-- -- Then switch planes and check if the menu is still there.
--
-- local Plane1 = CLIENT:FindByName( "Plane 1" )
-- local Plane2 = CLIENT:FindByName( "Plane 2" )
--
--
-- -- This would create a menu for the red coalition under the main DCS "Others" menu.
-- local MenuCoalitionRed = MENU_COALITION:New( coalition.side.RED, "Manage Menus" )
--
--
-- local function ShowStatus( StatusText, Coalition )
--
-- MESSAGE:New( Coalition, 15 ):ToRed()
-- Plane1:Message( StatusText, 15 )
-- Plane2:Message( StatusText, 15 )
-- end
--
-- local MenuStatus -- Menu#MENU_COALITION
-- local MenuStatusShow -- Menu#MENU_COALITION_COMMAND
--
-- local function RemoveStatusMenu()
-- MenuStatus:Remove()
-- end
--
-- local function AddStatusMenu()
--
-- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
-- MenuStatus = MENU_COALITION:New( coalition.side.RED, "Status for Planes" )
-- MenuStatusShow = MENU_COALITION_COMMAND:New( coalition.side.RED, "Show Status", MenuStatus, ShowStatus, "Status of planes is ok!", "Message to Red Coalition" )
-- end
--
-- local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
-- local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
--
-- @field #MENU_COALITION
MENU_COALITION = {
ClassName = "MENU_COALITION"
}
--- MENU_COALITION constructor. Creates a new MENU_COALITION object and creates the menu for a complete coalition.
-- @param #MENU_COALITION self
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @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).
-- @return #MENU_COALITION self
function MENU_COALITION:New( Coalition, MenuText, ParentMenu )
MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then
return CoalitionMenu
else
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetCoalitionMenu( Coalition, Path, self )
self.Coalition = Coalition
self.MenuPath = missionCommands.addSubMenuForCoalition( Coalition, MenuText, self.MenuParentPath )
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a coalition
-- @param #MENU_COALITION self
-- @return #MENU_COALITION
function MENU_COALITION:Refresh()
do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addSubMenuForCoalition( self.Coalition, self.MenuText, self.MenuParentPath )
end
end
--- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept!
-- @param #MENU_COALITION self
-- @return #MENU_COALITION
function MENU_COALITION:RemoveSubMenus()
for MenuID, Menu in pairs( self.Menus or {} ) do
Menu:Remove()
end
self.Menus = nil
end
--- Removes the main menu and the sub menus recursively of this MENU_COALITION.
-- @param #MENU_COALITION self
-- @return #nil
function MENU_COALITION:Remove( MenuTime, MenuTag )
MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then
self:RemoveSubMenus()
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:E( { Coalition = self.Coalition, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
end
MENU_INDEX:ClearCoalitionMenu( self.Coalition, Path )
self:ClearParentMenu( self.MenuText )
return nil
end
end
end
return self
end
end
do -- MENU_COALITION_COMMAND
--- @type MENU_COALITION_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_COALITION_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--
-- The MENU_COALITION_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_COALITION_COMMAND.New} method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION_COMMAND.Remove}.
--
-- @field #MENU_COALITION_COMMAND
MENU_COALITION_COMMAND = {
ClassName = "MENU_COALITION_COMMAND"
}
--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
-- @param #MENU_COALITION_COMMAND self
-- @param Dcs.DCSCoalition#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @param Menu#MENU_COALITION ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @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.
-- @return #MENU_COALITION_COMMAND
function MENU_COALITION_COMMAND:New( Coalition, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then
CoalitionMenu:SetCommandMenuFunction( CommandMenuFunction )
CoalitionMenu:SetCommandMenuArguments( arg )
return CoalitionMenu
else
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetCoalitionMenu( Coalition, Path, self )
self.Coalition = Coalition
self.MenuPath = missionCommands.addCommandForCoalition( self.Coalition, MenuText, self.MenuParentPath, self.MenuCallHandler )
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a coalition
-- @param #MENU_COALITION_COMMAND self
-- @return #MENU_COALITION_COMMAND
function MENU_COALITION_COMMAND:Refresh()
do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addCommandForCoalition( self.Coalition, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
end
--- Removes a radio command item for a coalition
-- @param #MENU_COALITION_COMMAND self
-- @return #nil
function MENU_COALITION_COMMAND:Remove( MenuTime, MenuTag )
MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:E( { Coalition = self.Coalition, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
end
MENU_INDEX:ClearCoalitionMenu( self.Coalition, Path )
self:ClearParentMenu( self.MenuText )
return nil
end
end
end
return self
end
end
--- MENU_GROUP
do
-- This local variable is used to cache the menus registered under groups.
-- Menus don't dissapear when groups for players are destroyed and restarted.
-- So every menu for a client created must be tracked so that program logic accidentally does not create.
-- the same menus twice during initialization logic.
-- These menu classes are handling this logic with this variable.
local _MENUGROUPS = {}
--- @type MENU_GROUP
-- @extends Core.Menu#MENU_BASE
--- #MENU_GROUP class, extends @{Menu#MENU_BASE}
--
-- The MENU_GROUP class manages the main menus for coalitions.
-- You can add menus with the @{#MENU_GROUP.New} 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 @{#MENU_GROUP.Remove}.
--
-- @usage
-- -- This demo creates a menu structure for the two groups of planes.
-- -- Each group will receive a different menu structure.
-- -- To test, join the planes, then look at the other radio menus (Option F10).
-- -- Then switch planes and check if the menu is still there.
-- -- And play with the Add and Remove menu options.
--
-- -- Note that in multi player, this will only work after the DCS groups bug is solved.
--
-- local function ShowStatus( PlaneGroup, StatusText, Coalition )
--
-- MESSAGE:New( Coalition, 15 ):ToRed()
-- PlaneGroup:Message( StatusText, 15 )
-- end
--
-- local MenuStatus = {}
--
-- local function RemoveStatusMenu( MenuGroup )
-- local MenuGroupName = MenuGroup:GetName()
-- MenuStatus[MenuGroupName]:Remove()
-- end
--
-- --- @param Wrapper.Group#GROUP MenuGroup
-- local function AddStatusMenu( MenuGroup )
-- local MenuGroupName = MenuGroup:GetName()
-- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
-- MenuStatus[MenuGroupName] = MENU_GROUP:New( MenuGroup, "Status for Planes" )
-- MENU_GROUP_COMMAND:New( MenuGroup, "Show Status", MenuStatus[MenuGroupName], ShowStatus, MenuGroup, "Status of planes is ok!", "Message to Red Coalition" )
-- end
--
-- SCHEDULER:New( nil,
-- function()
-- local PlaneGroup = GROUP:FindByName( "Plane 1" )
-- if PlaneGroup and PlaneGroup:IsAlive() then
-- local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneGroup )
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneGroup )
-- end
-- end, {}, 10, 10 )
--
-- SCHEDULER:New( nil,
-- function()
-- local PlaneGroup = GROUP:FindByName( "Plane 2" )
-- if PlaneGroup and PlaneGroup:IsAlive() then
-- local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneGroup )
-- MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneGroup )
-- end
-- end, {}, 10, 10 )
--
-- @field #MENU_GROUP
MENU_GROUP = {
ClassName = "MENU_GROUP"
}
--- MENU_GROUP constructor. Creates a new radio menu item for a group.
-- @param #MENU_GROUP self
-- @param Wrapper.Group#GROUP Group The Group owning the menu.
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu.
-- @return #MENU_GROUP self
function MENU_GROUP:New( Group, MenuText, ParentMenu )
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
return GroupMenu
else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
self.GroupID = Group:GetID()
self.MenuPath = missionCommands.addSubMenuForGroup( self.GroupID, MenuText, self.MenuParentPath )
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP self
-- @return #MENU_GROUP
function MENU_GROUP:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Refresh()
end
end
end
--- Removes the sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @param MenuTime
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP self
function MENU_GROUP:RemoveSubMenus( MenuTime, MenuTag )
for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Remove( MenuTime, MenuTag )
end
self.Menus = nil
end
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @param MenuTime
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP:Remove( MenuTime, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
self:RemoveSubMenus( MenuTime, MenuTag )
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:E( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
end
MENU_INDEX:ClearGroupMenu( self.Group, Path )
self:ClearParentMenu( self.MenuText )
return nil
end
end
else
error( "Remove: Not a correct path" )
return nil
end
return self
end
--- @type MENU_GROUP_COMMAND
-- @extends Core.Menu#MENU_COMMAND_BASE
--- # MENU_GROUP_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--
-- The @{Menu#MENU_GROUP_COMMAND} class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_GROUP_COMMAND.New} method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_GROUP_COMMAND.Remove}.
--
-- @field #MENU_GROUP_COMMAND
MENU_GROUP_COMMAND = {
ClassName = "MENU_GROUP_COMMAND"
}
--- Creates a new radio command item for a group
-- @param #MENU_GROUP_COMMAND self
-- @param Wrapper.Group#GROUP Group The Group owning the menu.
-- @param MenuText The text for the menu.
-- @param ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @param CommandMenuArgument An argument for the function.
-- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
GroupMenu:SetCommandMenuFunction( CommandMenuFunction )
GroupMenu:SetCommandMenuArguments( arg )
return GroupMenu
else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
self.GroupID = Group:GetID()
self.MenuPath = missionCommands.addCommandForGroup( self.GroupID, MenuText, self.MenuParentPath, self.MenuCallHandler )
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND self
-- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
end
--- Removes a menu structure for a group.
-- @param #MENU_GROUP_COMMAND self
-- @param MenuTime
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_COMMAND:Remove( MenuTime, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
self:E( { Group = self.GroupID, Text = self.MenuText, Path = self.MenuPath } )
if self.MenuPath ~= nil then
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
end
MENU_INDEX:ClearGroupMenu( self.Group, Path )
self:ClearParentMenu( self.MenuText )
return nil
end
end
end
return self
end
end