ACE3/addons/interact_menu/functions/fnc_compileMenu.sqf

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/*
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* Author: NouberNou and esteldunedain
* Compile the action menu from config for an object's class
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*
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* Arguments:
* 0: Object or class name <OBJECT> or <STRING>
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*
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* Return Value:
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* None
*
* Public: No
*/
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#include "script_component.hpp";
params ["_target"];
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private _objectType = _target;
if (_target isEqualType objNull) then {
_objectType = typeOf _target;
};
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private _namespace = GVAR(ActNamespace);
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// Exit if the action menu is already compiled for this class
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if !(isNil {_namespace getVariable _objectType}) exitWith {};
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private _recurseFnc = {
params ["_actionsCfg", "_parentDistance"];
private _actions = [];
{
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private _entryCfg = _x;
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if(isClass _entryCfg) then {
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private _displayName = getText (_entryCfg >> "displayName");
private _distance = _parentDistance;
if (isNumber (_entryCfg >> "distance")) then {_distance = getNumber (_entryCfg >> "distance");};
// if (_distance < _parentDistance) then {WARNING_3("[%1] distance %2 less than parent %3", configName _entryCfg, _distance, _parentDistance);};
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private _icon = getText (_entryCfg >> "icon");
private _statement = compile (getText (_entryCfg >> "statement"));
// If the position entry is present, compile it
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private _position = getText (_entryCfg >> "position");
if (_position != "") then {
_position = compile _position;
} else {
// If the not, but the selection entry is present use that
_position = getText (_entryCfg >> "selection");
if (_position != "") then {
_position = compile format ["_target selectionPosition '%1'", _position];
} else {
// Otherwise, just use the origin
_position = {[0,0,0]};
};
};
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private _condition = getText (_entryCfg >> "condition");
if (_condition == "") then {_condition = "true"};
// Add canInteract (including exceptions) and canInteractWith to condition
if ((configName _entryCfg) != "ACE_MainActions") then {
_condition = _condition + format [QUOTE( && {[ARR_3(ACE_player, _target, %1)] call EFUNC(common,canInteractWith)} ), getArray (_entryCfg >> "exceptions")];
};
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private _insertChildren = compile (getText (_entryCfg >> "insertChildren"));
private _modifierFunction = compile (getText (_entryCfg >> "modifierFunction"));
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private _showDisabled = (getNumber (_entryCfg >> "showDisabled")) > 0;
private _enableInside = (getNumber (_entryCfg >> "enableInside")) > 0;
private _canCollapse = (getNumber (_entryCfg >> "canCollapse")) > 0;
private _runOnHover = false;
if (isText (_entryCfg >> "runOnHover")) then {
_runOnHover = compile getText (_entryCfg >> "runOnHover");
} else {
_runOnHover = (getNumber (_entryCfg >> "runOnHover")) > 0;
};
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_condition = compile _condition;
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private _children = [_entryCfg, _distance] call _recurseFnc;
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private _entry = [
[
configName _entryCfg,
_displayName,
_icon,
_statement,
_condition,
_insertChildren,
[],
_position,
_distance,
[_showDisabled,_enableInside,_canCollapse,_runOnHover, false],
_modifierFunction
],
_children
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];
_actions pushBack _entry;
};
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nil
} count (configProperties [_actionsCfg, "isClass _x", true]);
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_actions
};
if ((getNumber (configFile >> "CfgVehicles" >> _objectType >> "isPlayableLogic")) == 1) exitWith {
TRACE_1("skipping playable logic",_objectType);
_namespace setVariable [_objectType, []];
};
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private _actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
TRACE_1("Building ACE_Actions",_objectType);
private _actions = [_actionsCfg, 0] call _recurseFnc;
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_namespace setVariable [_objectType, _actions];
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/*
[
[
[
"MyAction",
"My Action",
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
{ (_this select 0) setVelocity [0,0,10]; },
{ true },
{},
[],
{[0,0,0]},
1,
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[false,false,false,false,false]
],
[children actions]
]
]
*/