ACE3/addons/interact_menu/functions/fnc_renderBaseMenu.sqf

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/*
2015-03-24 04:18:00 +00:00
* Author: NouberNou and esteldunedain
* Render the interaction menu for a base action
*
* Argument:
* 0: Object <OBJECT>
* 1: Action node <ARRAY>
* 2: 3D position or 2D position <ARRAY> (Optional)
*
* Return value:
* Was the menu rendered <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
BEGIN_COUNTER(fnc_renderBaseMenu)
private ["_distance","_pos","_weaponDir","_ref","_sPos","_activeActionTree", "_line"];
EXPLODE_2_PVT(_this,_object,_baseActionNode);
EXPLODE_1_PVT(_baseActionNode,_actionData);
_distance = _actionData select 8;
// Obtain a 3D position for the action
_pos = if((count _this) > 2) then {
_this select 2
} else {
// Setup scope variables for position code
private ["_target"];
_target = _object;
// Get action position
_object modelToWorldVisual (call (_actionData select 7))
};
// For non-self actions, exit if the action is too far away or ocluded
if (GVAR(openedMenuType) == 0 && (vehicle ACE_player == ACE_player) && (isNull curatorCamera) &&
{
private ["_headPos","_actualDistance"];
_headPos = ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot");
_actualDistance = _headPos distance _pos;
if (_actualDistance > _distance) exitWith {true};
if ((_actualDistance > 1.5) && {!((_actionData select 9) select 4)}) exitWith {
// If distance to action is greater than 1.5 m, check LOS
_line = [_headPos call EFUNC(common,positionToASL), _pos call EFUNC(common,positionToASL), _object, ACE_player];
lineIntersects _line
};
false
}) exitWith {false};
// Exit if the action is behind you
_sPos = if (count _pos != 2) then {
worldToScreen _pos
} else {
_pos
};
if(count _sPos == 0) exitWith {false};
// Exit if the action is off screen
if ((_sPos select 0) < safeZoneXAbs || (_sPos select 0) > safeZoneXAbs + safeZoneWAbs) exitWith {false};
if ((_sPos select 1) < safeZoneY || (_sPos select 1) > safeZoneY + safeZoneH) exitWith {false};
BEGIN_COUNTER(fnc_collectActiveActionTree)
// Collect active tree
private "_uid";
_uid = format [QGVAR(ATCache_%1), _actionData select 0];
_activeActionTree = [
[_object, _baseActionNode, []],
DFUNC(collectActiveActionTree),
_object, _uid, 1.0, "interactMenuClosed"
] call EFUNC(common,cachedCall);
END_COUNTER(fnc_collectActiveActionTree)
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/*
diag_log "Printing: _activeActionTree";
_fnc_print = {
EXPLODE_2_PVT(_this,_level,_node);
EXPLODE_3_PVT(_node,_actionData,_children,_object);
diag_log text format ["Level %1 -> %2 on %3", _level, _actionData select 0, _object];
{
[_level + 1, _x] call _fnc_print;
} forEach _children;
};
[0, _activeActionTree] call _fnc_print;
*/
// Check if there's something left for rendering
if (count _activeActionTree == 0) exitWith {false};
BEGIN_COUNTER(fnc_renderMenus);
// IGNORE_PRIVATE_WARNING(_cameraPos,_cameraDir);
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if (count _pos > 2) then {
_sPos pushBack (((_pos call EFUNC(common,positionToASL)) vectorDiff _cameraPos) vectorDotProduct _cameraDir);
} else {
_sPos pushBack 0;
};
// Add action point for oclusion and rendering
GVAR(collectedActionPoints) pushBack [_sPos select 2, _sPos, _activeActionTree];
END_COUNTER(fnc_renderMenus);
END_COUNTER(fnc_renderBaseMenu)
true