Eden Editor: Entity Context Menu: Difference between revisions
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{{ | {{TOC|side}} | ||
== Create a custom Entity Context Menu entry== | == Create a custom Entity Context Menu entry== | ||
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class Display3DEN | class Display3DEN | ||
{ | { | ||
class ContextMenu: ctrlMenu | class ContextMenu : ctrlMenu | ||
{ | { | ||
class Items | class Items | ||
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class TAG_ShowOldText | class TAG_ShowOldText | ||
{ | { | ||
text = $STR_TAG_contextMenu_showSomeText; // Name of the entry, ideally localised | text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised | ||
value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined | value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined | ||
action = "systemChat 'Showing some old text.'"; // The code which is executed when the entry was selected | action = "systemChat 'Showing some old text.'"; // The code which is executed when the entry was selected | ||
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class Display3DEN | class Display3DEN | ||
{ | { | ||
class ContextMenu: ctrlMenu | class ContextMenu : ctrlMenu | ||
{ | { | ||
class Items | class Items | ||
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class TAG_ShowSomeText // Now we need to define the entry itself which will be inside the "Log" folder (Level 2) | class TAG_ShowSomeText // Now we need to define the entry itself which will be inside the "Log" folder (Level 2) | ||
{ | { | ||
text = $STR_TAG_contextMenu_showSomeText; // Name of the entry, ideally localised | text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised | ||
action = "systemChat 'Showing some text.'"; // The code which is executed when the entry was selected | action = "systemChat 'Showing some text.'"; // The code which is executed when the entry was selected | ||
conditionShow = "hoverObject"; // The Condition, see below | conditionShow = "hoverObject"; // The Condition, see below | ||
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class Display3DEN | class Display3DEN | ||
{ | { | ||
class ContextMenu: ctrlMenu | class ContextMenu : ctrlMenu | ||
{ | { | ||
class Items | class Items | ||
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* The condition is defined by the '''conditionShow''' config entry. | * The condition is defined by the '''conditionShow''' config entry. | ||
<syntaxhighlight lang="cpp">class YourEntry | <syntaxhighlight lang="cpp"> | ||
class YourEntry | |||
{ | { | ||
action = "call BIS_fnc_someFunction"; // Can be any kind of expression defined as string | action = "call BIS_fnc_someFunction"; // Can be any kind of expression defined as string | ||
text = "Delete Crew"; // Name shown in the context menu | text = "Delete Crew"; // Name shown in the context menu | ||
conditionShow = "hoverObjectVehicle"; // Condition | conditionShow = "hoverObjectVehicle"; // Condition | ||
};</syntaxhighlight> | }; | ||
</syntaxhighlight> | |||
The condition is a [[Simple Expression]] and can use one of the variables below: | The condition is a [[Simple Expression]] and can use one of the variables below: | ||
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== Variables == | == Variables == | ||
Once the menu has been opened, the following variables can be accessed: | |||
< | <sqf>(uiNamespace getVariable "BIS_fnc_3DENEntityMenu_data") params ["_posEntity3D", "_entity"];</sqf> | ||
[[Category:Eden Editor: Modding|Entity Context Menu]] | [[Category:Eden Editor: Modding|Entity Context Menu]] |
Latest revision as of 10:58, 6 December 2023
Create a custom Entity Context Menu entry
- Entries for the Context Menu are defined in the class Display3DEN.
- The menu has multiple levels, the first level for example contains options like "Go Here" or folders like "Log". Those folders on the other hand can have another level, level 2.
Adding a Level 1 Entry
class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
class ContextMenu : ctrlMenu
{
class Items
{
items[] += { "TAG_ShowOldText" };
class TAG_ShowOldText
{
text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised
value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined
action = "systemChat 'Showing some old text.'"; // The code which is executed when the entry was selected
conditionShow = "hoverObject"; // The Condition, see below
};
};
};
};
If you want to add a level one item which has level two entries, see the third example.
Adding a Level 2 Entry
class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
class ContextMenu : ctrlMenu
{
class Items
{
class Log // The easiest way to add an entry is to use one of the already available folders, here we use the class "Log" (Level 1)
{
picture = "someLogo.paa"; // Icon used for the entry called "Log"
items[] += // Here we list all items we want to add to the "Log" class.
{
"TAG_ShowSomeText"
};
};
class TAG_ShowSomeText // Now we need to define the entry itself which will be inside the "Log" folder (Level 2)
{
text = "$STR_TAG_contextMenu_showSomeText"; // Name of the entry, ideally localised
action = "systemChat 'Showing some text.'"; // The code which is executed when the entry was selected
conditionShow = "hoverObject"; // The Condition, see below
};
};
};
};
Adding a Multi-Level Entry
class ctrlMenu; // First we need to load the base class of the menu
class Display3DEN
{
class ContextMenu : ctrlMenu
{
class Items
{
items[] += {"TAG_ShowAFolder"};
class TAG_ShowAFolder
{
picture = "someLogo.paa"; // Icon used for the entry called [Custom Folder]
text = "Custom Folder";
value = 0; // In order for an entry to show up in the context menu as a level one item, it must have a value defined
items[] = // Here we list all items we want to add to the [Custom Folder] class.
{
"TAG_ShowSomeText"
};
};
class TAG_ShowSomeText // Now we need to define the entry itself which will be the [Show Text] entry, (Level 2)
{
text = "Show Text"; //Name of the entry
action = "systemChat 'Showing some text.'"; //The code which is executed when the entry was selected
conditionShow = "hoverObject"; //The Condition, see below
};
};
};
};
Conditions
- Context menu entries can have different conditions which need to be true in order for the entry to appear.
- The condition is defined by the conditionShow config entry.
class YourEntry
{
action = "call BIS_fnc_someFunction"; // Can be any kind of expression defined as string
text = "Delete Crew"; // Name shown in the context menu
conditionShow = "hoverObjectVehicle"; // Condition
};
The condition is a Simple Expression and can use one of the variables below:
Condition | Description |
---|---|
selected | True when an Eden entity is selected |
hoverObjectBrain | True when hovering over an object with simulation "soldier" or "UAVpilot" |
hoverObjectVehicle | True when hovering over a vehicle |
hoverObject | True when hovering over any object |
hoverGroup | True when hovering over any group |
hoverTrigger | True when hovering over any trigger |
hoverWaypoint | True when hovering over any waypoint |
hoverLogic | True when hovering over any logic |
hoverMarker | True when hovering over any marker |
isMultiplayer | True when editing in multiplayer environment |
hoverObjectUav | True when hovering over an UAV |
isEditList | True when the menu is opened from entity menu |
hoverLayer | True when hovering over a Layer |
hoverObjectCanFly | True when hovering an object which can fly |
hoverObjectFlying | True when hovering an object which is flying |
selectedObject | True when an object is selected |
selectedWaypoint | True when a waypoint is selected |
selectedLogic | True when a logic is selected |
selectedMarker | True when a Marker is selected |
Variables
Once the menu has been opened, the following variables can be accessed: