Add UI for selecting weapon laser codes.

This makes it possible to have the right laser code set for hot start
aircraft that (typically) do not allow changing laser codes when the
engine is on.
This commit is contained in:
Dan Albert
2023-07-22 16:32:11 -07:00
committed by Raffson
parent 2a8f34ea25
commit 51f578b9e3
5 changed files with 82 additions and 1 deletions

View File

@@ -20,6 +20,7 @@ from qt_ui.widgets.QLabeledWidget import QLabeledWidget
from .QLoadoutEditor import QLoadoutEditor
from .ownlasercodeinfo import OwnLaserCodeInfo
from .propertyeditor import PropertyEditor
from .weaponlasercodeselector import WeaponLaserCodeSelector
class DcsLoadoutSelector(QComboBox):
@@ -155,6 +156,24 @@ class QFlightPayloadTab(QFrame):
)
scrolling_layout.addLayout(self.own_laser_code_info)
self.weapon_laser_code_selector = WeaponLaserCodeSelector(
game, self.member_selector.selected_member, self
)
self.own_laser_code_info.assigned_laser_code_changed.connect(
self.weapon_laser_code_selector.rebuild
)
scrolling_layout.addLayout(
QLabeledWidget(
"Preset laser code for weapons:", self.weapon_laser_code_selector
)
)
scrolling_layout.addWidget(
QLabel(
"Equipped weapons will be pre-configured to the selected laser code at "
"mission start."
)
)
self.property_editor = PropertyEditor(
self.flight, self.member_selector.selected_member
)
@@ -194,6 +213,7 @@ class QFlightPayloadTab(QFrame):
self.loadout_selector.setCurrentText(member.loadout.name)
self.loadout_selector.setDisabled(member.loadout.is_custom)
self.payload_editor.set_flight_member(member)
self.weapon_laser_code_selector.set_flight_member(member)
self.own_laser_code_info.set_flight_member(member)
if self.member_selector.value() != 0:
self.loadout_selector.setDisabled(

View File

@@ -0,0 +1,51 @@
from PySide6.QtWidgets import QComboBox, QWidget
from game import Game
from game.ato.flightmember import FlightMember
from qt_ui.blocksignals import block_signals
class WeaponLaserCodeSelector(QComboBox):
def __init__(
self, game: Game, flight_member: FlightMember, parent: QWidget | None = None
) -> None:
super().__init__(parent)
self.game = game
self.flight_member = flight_member
self.currentIndexChanged.connect(self.on_index_changed)
self.rebuild()
def set_flight_member(self, flight_member: FlightMember) -> None:
self.flight_member = flight_member
self.rebuild()
def on_index_changed(self) -> None:
self.flight_member.weapon_laser_code = self.currentData()
def rebuild(self) -> None:
with block_signals(self):
self.clear()
if not self.flight_member.is_player:
self.setDisabled(True)
self.addItem("AI does not use laser codes", None)
self.setEnabled(True)
self.addItem("Default (1688)", None)
selected_index: int | None = None
idx = 1
if (own := self.flight_member.tgp_laser_code) is not None:
self.addItem(f"Use own code ({own})", own)
if own == self.flight_member.weapon_laser_code:
selected_index = idx
idx += 1
for idx, front in enumerate(self.game.theater.conflicts(), idx):
self.addItem(
f"JTAC {front.name} ({front.laser_code})", front.laser_code
)
if front.laser_code == self.flight_member.weapon_laser_code:
selected_index = idx
if selected_index is not None:
self.setCurrentIndex(selected_index)