2017-08-11 14:48:49 +02:00

988 lines
37 KiB
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--- **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.
-- * @{Menu#MENU_CLIENT}: Manages main menus for CLIENTs. This manages menus for units with the skill level "Client".
--
-- ### 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.
-- * @{Menu#MENU_CLIENT_COMMAND}: Manages command menus for CLIENTs. This manages menus for units with the skill level "Client".
--
-- ===
---
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- ====
--
-- @module Menu
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.MenuParentPath = MenuParentPath
self.Menus = {}
self.MenuCount = 0
self.MenuRemoveParent = false
self.MenuTime = timer.getTime()
return self
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 )
self:F2( { Menu = self.Menus[MenuText] } )
return self.Menus[MenuText]
end
--- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}.
-- @param #MENU_BASE self
-- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}.
-- @return #MENU_BASE
function MENU_BASE:SetRemoveParent( RemoveParent )
self:F2( { RemoveParent } )
self.MenuRemoveParent = RemoveParent
return self
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
self:SetCommandMenuFunction( CommandMenuFunction )
self:SetCommandMenuArguments( CommandMenuArguments )
self.MenuCallHandler = function()
self.CommandMenuFunction( unpack( self.CommandMenuArguments ) )
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 )
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
self:F( { MenuText, ParentMenu } )
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.Menus = {}
self:T( { MenuText } )
self.MenuPath = missionCommands.addSubMenu( MenuText, self.MenuParentPath )
self:T( { self.MenuPath } )
if ParentMenu and ParentMenu.Menus then
ParentMenu.Menus[self.MenuPath] = self
end
return self
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()
self:F( self.MenuPath )
for MenuID, Menu in pairs( self.Menus ) do
Menu:Remove()
end
end
--- Removes the main menu and the sub menus recursively of this MENU_MISSION.
-- @param #MENU_MISSION self
-- @return #nil
function MENU_MISSION:Remove()
self:F( self.MenuPath )
self:RemoveSubMenus()
missionCommands.removeItem( self.MenuPath )
if self.ParentMenu then
self.ParentMenu.Menus[self.MenuPath] = nil
end
return nil
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, ... )
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:T( { MenuText, CommandMenuFunction, arg } )
self.MenuPath = missionCommands.addCommand( MenuText, self.MenuParentPath, self.MenuCallHandler )
ParentMenu.Menus[self.MenuPath] = self
return self
end
--- Removes a radio command item for a coalition
-- @param #MENU_MISSION_COMMAND self
-- @return #nil
function MENU_MISSION_COMMAND:Remove()
self:F( self.MenuPath )
missionCommands.removeItem( self.MenuPath )
if self.ParentMenu then
self.ParentMenu.Menus[self.MenuPath] = nil
end
return nil
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 )
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
self:F( { Coalition, MenuText, ParentMenu } )
self.Coalition = Coalition
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.Menus = {}
self:T( { MenuText } )
self.MenuPath = missionCommands.addSubMenuForCoalition( Coalition, MenuText, self.MenuParentPath )
self:T( { self.MenuPath } )
if ParentMenu and ParentMenu.Menus then
ParentMenu.Menus[self.MenuPath] = self
end
return self
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()
self:F( self.MenuPath )
for MenuID, Menu in pairs( self.Menus ) do
Menu:Remove()
end
end
--- Removes the main menu and the sub menus recursively of this MENU_COALITION.
-- @param #MENU_COALITION self
-- @return #nil
function MENU_COALITION:Remove()
self:F( self.MenuPath )
self:RemoveSubMenus()
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
if self.ParentMenu then
self.ParentMenu.Menus[self.MenuPath] = nil
end
return nil
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, ... )
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
self.MenuCoalition = Coalition
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:T( { MenuText, CommandMenuFunction, arg } )
self.MenuPath = missionCommands.addCommandForCoalition( self.MenuCoalition, MenuText, self.MenuParentPath, self.MenuCallHandler )
ParentMenu.Menus[self.MenuPath] = self
return self
end
--- Removes a radio command item for a coalition
-- @param #MENU_COALITION_COMMAND self
-- @return #nil
function MENU_COALITION_COMMAND:Remove()
self:F( self.MenuPath )
missionCommands.removeItemForCoalition( self.MenuCoalition, self.MenuPath )
if self.ParentMenu then
self.ParentMenu.Menus[self.MenuPath] = nil
end
return nil
end
end
do -- MENU_CLIENT
-- This local variable is used to cache the menus registered under clients.
-- Menus don't dissapear when clients 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 _MENUCLIENTS = {}
--- MENU_COALITION constructor. Creates a new radio command item for a coalition, which can invoke a function with parameters.
-- @type MENU_CLIENT
-- @extends Core.Menu#MENU_BASE
--- # MENU_CLIENT class, extends @{Menu#MENU_BASE}
--
-- The MENU_CLIENT class manages the main menus for coalitions.
-- You can add menus with the @{#MENU_CLIENT.New} 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 @{#MENU_CLIENT.Remove}.
--
-- @usage
-- -- This demo creates a menu structure for the two clients of planes.
-- -- Each client 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 clients bug is solved.
--
-- local function ShowStatus( PlaneClient, StatusText, Coalition )
--
-- MESSAGE:New( Coalition, 15 ):ToRed()
-- PlaneClient:Message( StatusText, 15 )
-- end
--
-- local MenuStatus = {}
--
-- local function RemoveStatusMenu( MenuClient )
-- local MenuClientName = MenuClient:GetName()
-- MenuStatus[MenuClientName]:Remove()
-- end
--
-- --- @param Wrapper.Client#CLIENT MenuClient
-- local function AddStatusMenu( MenuClient )
-- local MenuClientName = MenuClient:GetName()
-- -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
-- MenuStatus[MenuClientName] = MENU_CLIENT:New( MenuClient, "Status for Planes" )
-- MENU_CLIENT_COMMAND:New( MenuClient, "Show Status", MenuStatus[MenuClientName], ShowStatus, MenuClient, "Status of planes is ok!", "Message to Red Coalition" )
-- end
--
-- SCHEDULER:New( nil,
-- function()
-- local PlaneClient = CLIENT:FindByName( "Plane 1" )
-- if PlaneClient and PlaneClient:IsAlive() then
-- local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneClient )
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneClient )
-- end
-- end, {}, 10, 10 )
--
-- SCHEDULER:New( nil,
-- function()
-- local PlaneClient = CLIENT:FindByName( "Plane 2" )
-- if PlaneClient and PlaneClient:IsAlive() then
-- local MenuManage = MENU_CLIENT:New( PlaneClient, "Manage Menus" )
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneClient )
-- MENU_CLIENT_COMMAND:New( PlaneClient, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneClient )
-- end
-- end, {}, 10, 10 )
--
-- @field #MENU_CLIENT
MENU_CLIENT = {
ClassName = "MENU_CLIENT"
}
--- MENU_CLIENT constructor. Creates a new radio menu item for a client.
-- @param #MENU_CLIENT self
-- @param Wrapper.Client#CLIENT Client The Client owning the menu.
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu.
-- @return #MENU_CLIENT self
function MENU_CLIENT:New( Client, MenuText, ParentMenu )
-- Arrange meta tables
local MenuParentPath = {}
if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath
end
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, MenuParentPath ) )
self:F( { Client, MenuText, ParentMenu } )
self.MenuClient = Client
self.MenuClientGroupID = Client:GetClientGroupID()
self.MenuParentPath = MenuParentPath
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.Menus = {}
if not _MENUCLIENTS[self.MenuClientGroupID] then
_MENUCLIENTS[self.MenuClientGroupID] = {}
end
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
self:T( { Client:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText } )
local MenuPathID = table.concat(MenuParentPath) .. "/" .. MenuText
if MenuPath[MenuPathID] then
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), MenuPath[MenuPathID] )
end
self.MenuPath = missionCommands.addSubMenuForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath )
MenuPath[MenuPathID] = self.MenuPath
self:T( { Client:GetClientGroupName(), self.MenuPath } )
if ParentMenu and ParentMenu.Menus then
ParentMenu.Menus[self.MenuPath] = self
end
return self
end
--- Removes the sub menus recursively of this @{#MENU_CLIENT}.
-- @param #MENU_CLIENT self
-- @return #MENU_CLIENT self
function MENU_CLIENT:RemoveSubMenus()
self:F( self.MenuPath )
for MenuID, Menu in pairs( self.Menus ) do
Menu:Remove()
end
end
--- Removes the sub menus recursively of this MENU_CLIENT.
-- @param #MENU_CLIENT self
-- @return #nil
function MENU_CLIENT:Remove()
self:F( self.MenuPath )
self:RemoveSubMenus()
if not _MENUCLIENTS[self.MenuClientGroupID] then
_MENUCLIENTS[self.MenuClientGroupID] = {}
end
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
if MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] then
MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] = nil
end
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), self.MenuPath )
self.ParentMenu.Menus[self.MenuPath] = nil
return nil
end
--- @type MENU_CLIENT_COMMAND
-- @extends Core.Menu#MENU_COMMAND
--- # MENU_CLIENT_COMMAND class, extends @{Menu#MENU_COMMAND_BASE}
--
-- The MENU_CLIENT_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.
-- You can add menus with the @{#MENU_CLIENT_COMMAND.New} method, which constructs a MENU_CLIENT_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_CLIENT_COMMAND.Remove}.
--
-- @field #MENU_CLIENT_COMMAND
MENU_CLIENT_COMMAND = {
ClassName = "MENU_CLIENT_COMMAND"
}
--- MENU_CLIENT_COMMAND constructor. Creates a new radio command item for a client, which can invoke a function with parameters.
-- @param #MENU_CLIENT_COMMAND self
-- @param Wrapper.Client#CLIENT Client The Client owning the menu.
-- @param #string MenuText The text for the menu.
-- @param #MENU_BASE ParentMenu The parent menu.
-- @param CommandMenuFunction A function that is called when the menu key is pressed.
-- @return Menu#MENU_CLIENT_COMMAND self
function MENU_CLIENT_COMMAND:New( Client, MenuText, ParentMenu, CommandMenuFunction, ... )
-- Arrange meta tables
local MenuParentPath = {}
if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath
end
local self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, MenuParentPath, CommandMenuFunction, arg ) ) -- Menu#MENU_CLIENT_COMMAND
self.MenuClient = Client
self.MenuClientGroupID = Client:GetClientGroupID()
self.MenuParentPath = MenuParentPath
self.MenuText = MenuText
self.ParentMenu = ParentMenu
if not _MENUCLIENTS[self.MenuClientGroupID] then
_MENUCLIENTS[self.MenuClientGroupID] = {}
end
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
self:T( { Client:GetClientGroupName(), MenuPath[table.concat(MenuParentPath)], MenuParentPath, MenuText, CommandMenuFunction, arg } )
local MenuPathID = table.concat(MenuParentPath) .. "/" .. MenuText
if MenuPath[MenuPathID] then
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), MenuPath[MenuPathID] )
end
self.MenuPath = missionCommands.addCommandForGroup( self.MenuClient:GetClientGroupID(), MenuText, MenuParentPath, self.MenuCallHandler )
MenuPath[MenuPathID] = self.MenuPath
if ParentMenu and ParentMenu.Menus then
ParentMenu.Menus[self.MenuPath] = self
end
return self
end
--- Removes a menu structure for a client.
-- @param #MENU_CLIENT_COMMAND self
-- @return #nil
function MENU_CLIENT_COMMAND:Remove()
self:F( self.MenuPath )
if not _MENUCLIENTS[self.MenuClientGroupID] then
_MENUCLIENTS[self.MenuClientGroupID] = {}
end
local MenuPath = _MENUCLIENTS[self.MenuClientGroupID]
if MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] then
MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] = nil
end
missionCommands.removeItemForGroup( self.MenuClient:GetClientGroupID(), self.MenuPath )
self.ParentMenu.Menus[self.MenuPath] = nil
return nil
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 MenuGroup 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( MenuGroup, MenuText, ParentMenu )
-- Determine if the menu was not already created and already visible at the group.
-- If it is visible, then return the cached self, otherwise, create self and cache it.
MenuGroup._Menus = MenuGroup._Menus or {}
local Path = ( ParentMenu and ( table.concat( ParentMenu.MenuPath or {}, "@" ) .. "@" .. MenuText ) ) or MenuText
if MenuGroup._Menus[Path] then
self = MenuGroup._Menus[Path]
else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
--if MenuGroup:IsAlive() then
MenuGroup._Menus[Path] = self
--end
self.MenuGroup = MenuGroup
self.Path = Path
self.MenuGroupID = MenuGroup:GetID()
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:T( { "Adding Menu ", MenuText, self.MenuParentPath } )
self.MenuPath = missionCommands.addSubMenuForGroup( self.MenuGroupID, MenuText, self.MenuParentPath )
if self.ParentMenu and self.ParentMenu.Menus then
self.ParentMenu.Menus[MenuText] = self
self:F( { self.ParentMenu.Menus, MenuText } )
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
end
end
--self:F( { MenuGroup:GetName(), MenuText, ParentMenu.MenuPath } )
return self
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 )
--self:F2( { self.MenuPath, MenuTime, self.MenuTime } )
self:T( { "Removing Group SubMenus:", MenuTime, MenuTag, self.MenuGroup:GetName(), self.MenuPath } )
for MenuText, Menu in pairs( self.Menus ) do
Menu:Remove( MenuTime, MenuTag )
end
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 )
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
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
if self.MenuGroup._Menus[self.Path] then
self = self.MenuGroup._Menus[self.Path]
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
if self.ParentMenu then
self.ParentMenu.Menus[self.MenuText] = nil
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
if self.ParentMenu.MenuCount == 0 then
if self.MenuRemoveParent == true then
self:T2( "Removing Parent Menu " )
self.ParentMenu:Remove()
end
end
end
end
self:T( { "Removing Group Menu:", MenuGroup = self.MenuGroup:GetName() } )
self.MenuGroup._Menus[self.Path] = nil
self = nil
end
end
return nil
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 MenuGroup 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( MenuGroup, MenuText, ParentMenu, CommandMenuFunction, ... )
MenuGroup._Menus = MenuGroup._Menus or {}
local Path = ( ParentMenu and ( table.concat( ParentMenu.MenuPath or {}, "@" ) .. "@" .. MenuText ) ) or MenuText
if MenuGroup._Menus[Path] then
self = MenuGroup._Menus[Path]
--self:E( { Path=Path } )
--self:E( { self.MenuTag, self.MenuTime, "Re-using Group Command Menu:", MenuGroup:GetName(), MenuText } )
self:SetCommandMenuFunction( CommandMenuFunction )
self:SetCommandMenuArguments( arg )
return self
end
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
--if MenuGroup:IsAlive() then
MenuGroup._Menus[Path] = self
--end
--self:E({Path=Path})
self.Path = Path
self.MenuGroup = MenuGroup
self.MenuGroupID = MenuGroup:GetID()
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self:F( { "Adding Group Command Menu:", MenuGroup = MenuGroup:GetName(), MenuText = MenuText, MenuPath = self.MenuParentPath } )
self.MenuPath = missionCommands.addCommandForGroup( self.MenuGroupID, MenuText, self.MenuParentPath, self.MenuCallHandler )
if self.ParentMenu and self.ParentMenu.Menus then
self.ParentMenu.Menus[MenuText] = self
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
self:F2( { ParentMenu.Menus, MenuText } )
end
-- end
return self
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 )
--self:F2( { self.MenuGroupID, self.MenuPath, MenuTime, self.MenuTime } )
--self:E( { MenuTag = MenuTag, MenuTime = self.MenuTime, Path = self.Path } )
if not MenuTime or self.MenuTime ~= MenuTime then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
if self.MenuGroup._Menus[self.Path] then
self = self.MenuGroup._Menus[self.Path]
missionCommands.removeItemForGroup( self.MenuGroupID, self.MenuPath )
--self:E( { "Removing Group Command Menu:", MenuGroup = self.MenuGroup:GetName(), MenuText = self.MenuText, MenuPath = self.Path } )
self.ParentMenu.Menus[self.MenuText] = nil
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount - 1
if self.ParentMenu.MenuCount == 0 then
if self.MenuRemoveParent == true then
self:T2( "Removing Parent Menu " )
self.ParentMenu:Remove()
end
end
self.MenuGroup._Menus[self.Path] = nil
self = nil
end
end
end
return nil
end
end