ACE3/addons/optics/functions/fnc_onDrawScope2D.sqf

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/*
* Author: commy2
* Helper function for updating the 2d and 3d scope controls
* Called from a dummy map controls onDraw.
*
* Arguments:
* 0: Display (RscInGameUI for a weapon) <DISPLAY>
*
* Return Value:
* Nothing
*
* Example:
* [ACE_RscWeapon_Arco's Display] call ace_optics_fnc_onDrawScope2D
*
* Public: No
*/
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#include "script_component.hpp"
disableSerialization;
private _display = _this select 0;
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// @todo, all weapon types
private _optic = (primaryWeaponItems ACE_player) select 2;
private _isPIP = (getText (configFile >> "CfgWeapons" >> _optic >> "ItemInfo" >> "modelOptics")) == QPATHTOF(models\ace_optics_pip.p3d);
if (_isPIP) then {
GVAR(pipLastFrame) = diag_frameno;
if (isNull GVAR(camera)) then {
if ((({_x != GVAR(camera)} count allMissionObjects "camera") > 0) || {!isNull curatorCamera}) exitWith {
TRACE_1("waiting for feature camera to end",GVAR(camera));
};
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// PiP technique by BadBenson
GVAR(camera) = "camera" camCreate positionCameraToWorld [0,0,0];
GVAR(camera) camSetFov 0.7;
GVAR(camera) camSetTarget ACE_player;
GVAR(camera) camCommit 1;
"ace_optics_rendertarget0" setPiPEffect [0];
GVAR(camera) cameraEffect ["INTERNAL", "BACK", "ace_optics_rendertarget0"];
TRACE_2("created new pip camera",GVAR(camera),isNull GVAR(camera));
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//Start a waitUntil to handle destruction after GVAR(pipLastFrame) is no longer updated
[{
(abs (diag_frameno - GVAR(pipLastFrame))) > 1
}, {
GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
camDestroy GVAR(camera);
TRACE_2("destroyed pip camera",GVAR(camera),isNull GVAR(camera));
}, []] call CBA_fnc_waitUntilAndExecute;
};
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};
//If we are not zoomed into the actual scope (not collimator)
if (!ctrlShown (_display displayCtrl 154)) exitWith {
(_display displayCtrl 1713001) ctrlShow false;
(_display displayCtrl 1713002) ctrlShow false;
(_display displayCtrl 1713005) ctrlShow false;
(_display displayCtrl 1713006) ctrlShow false;
(_display displayCtrl 1713010) ctrlShow false;
(_display displayCtrl 1713011) ctrlShow false;
};
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if (_isPIP) then {
GVAR(camera) setPosATL positionCameraToWorld [0,0,0.4];
GVAR(camera) camPrepareTarget positionCameraToWorld [0,0,50];
GVAR(camera) camCommitPrepared 0;
// @todo, check if that needs to be done at all
if (cameraView == "GUNNER") then {
GVAR(camera) camsetFOV 0.7;
GVAR(camera) camcommit 0;
} else {
GVAR(camera) camsetFOV 0.01;
GVAR(camera) camcommit 0;
};
};
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// calculate lighting
private _dayOpacity = call EFUNC(common,ambientBrightness);
private _nightOpacity = [1,0] select (_dayOpacity == 1);
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// Apply lighting and make layers visible
(_display displayCtrl 1713001) ctrlSetTextColor [1,1,1,1];
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(_display displayCtrl 1713002) ctrlSetTextColor [1,1,1,[0,1] select (_dayOpacity < 0.5)];
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(_display displayCtrl 1713005) ctrlSetTextColor [1,1,1,_dayOpacity];
(_display displayCtrl 1713006) ctrlSetTextColor [1,1,1,_nightOpacity];
/*
(_display displayCtrl 1713001) ctrlCommit 0;
(_display displayCtrl 1713002) ctrlCommit 0;
(_display displayCtrl 1713005) ctrlCommit 0;
(_display displayCtrl 1713006) ctrlCommit 0;
*/
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(_display displayCtrl 1713001) ctrlShow true;
(_display displayCtrl 1713002) ctrlShow true;
(_display displayCtrl 1713005) ctrlShow true;
(_display displayCtrl 1713006) ctrlShow true;
(_display displayCtrl 1713010) ctrlShow _isPIP;
(_display displayCtrl 1713011) ctrlShow _isPIP;