ACE3/addons/spottingscope/RscInGameUI.hpp

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class RscOpticsValue;
class RscMapControl;
class RscText;
class RscInGameUI {
class RscUnitInfo;
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class GVAR(RscUnitInfo): RscUnitInfo {
controls[] = {"CA_FOVMode","ScriptedReticleHelper","Reticle","Body","trippleHeadLeft","trippleHeadRight"}; // don't change this order
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class CA_FOVMode: RscOpticsValue { // idea by Taosenai. Apparently this can be used via isNil check to determine wheter the scope or the kolimator is used
idc = 154;
style = 2;
colorText[] = {0,0,0,0};
x = 0;
y = 0;
w = 0;
h = 0;
};
class ScriptedReticleHelper: RscMapControl {
onDraw = QUOTE(ctrlParent (_this select 0) call FUNC(animateReticle));
idc = -1;
w = 0;
h = 0;
};
class Reticle: RscText {
idc = IDC_RETICLE;
style = 48;
size = 0;
sizeEx = 1;
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text = QPATHTOF(rsc\spotting_scope_reticle_co.paa);
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colorText[] = {1,1,1,1};
colorBackground[] = {0,0,0,0};
x = POS_X;
y = POS_Y;
w = POS_W;
h = POS_H;
};
class Body: Reticle {
idc = IDC_BODY;
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text = QPATHTOF(rsc\spotting_scope_body_co.paa);
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x = POS_X;
y = POS_Y;
w = POS_W;
h = POS_H;
};
//These are just black side panels to cover the areas that the optics p3d doesn't cover
//It will ONLY effect tripple head users as (safezoneX == safeZoneXAbs) for everyone else
class trippleHeadLeft: RscText {
idc = IDC_BLACK_LEFT;
x = "safeZoneXAbs";
Y = "safezoneY";
W = "(safezoneX - safeZoneXAbs) * ((getResolution select 4)/(16/3))";
H = "safeZoneH";
colorBackground[] = {0,0,0,1};
};
class trippleHeadRight: trippleHeadLeft {
idc = IDC_BLACK_RIGHT;
x = "safeZoneXAbs + safeZoneWAbs - (safezoneX - safeZoneXABS) * ((getResolution select 4)/(16/3))";
};
};
};