Function headers per Coding Guidelines for Interaction

This commit is contained in:
jonpas 2015-05-09 04:47:15 +02:00
parent 50d5e845ee
commit 2ff372e2a1
35 changed files with 490 additions and 197 deletions

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@ -2,7 +2,7 @@
* Author: esteldunedain
* Mount unit actions inside passenger submenu
*
* Argument:
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Player <OBJECT>
* 3: Parameters <ARRAY>
@ -10,6 +10,9 @@
* Return value:
* Children actions <ARRAY>
*
* Example:
* _array = [vehicle, player, [params]] call ace_interaction_fnc_addPassengerAction
*
* Public: No
*/
#include "script_component.hpp"

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@ -2,7 +2,7 @@
* Author: esteldunedain
* Create one action per passenger
*
* Argument:
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Player <OBJECT>
* 3: Parameters <ARRAY>
@ -10,6 +10,9 @@
* Return value:
* Children actions <ARRAY>
*
* Example:
* _array = [vehicle, player, [params]] call ace_interaction_fnc_addPassengersActions
*
* Public: No
*/
#include "script_component.hpp"
@ -39,4 +42,4 @@ _actions = [];
};
} forEach crew _vehicle;
_actions
_actions

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@ -1,21 +1,21 @@
/*
Author: Garth de Wet (LH)
Description:
Adds an item to the select menu
Parameters:
0: ARRAY/NUMBER - List container
1: String - Display Name
2: String - Picture
3: String/code - data
Returns:
ARRAY/Number
Example:
*/
* Author: Garth de Wet (LH)
* Adds an item to the select menu
*
* Arguments:
* 0: List container <ARRAY/NUMBER>
* 1: Display name <STRING>
* 2: Picture <STRING>
* 3: Data <STRING/CODE>
*
* Return value:
* Container <ARRAY/NUMBER>
*
* Example:
* _array = [_actions, "Banana", "UI\dot_ca.paa", data] call ace_interaction_fnc_addSelectableItem
*
* Public: No
*/
#include "script_component.hpp"
private ["_container", "_displayName", "_picture", "_data", "_index"];

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@ -1,5 +1,18 @@
// by commy2
/*
* Author: commy2
* Applies buttons
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_applyButtons
*
* Public: No
*/
#include "script_component.hpp"
private ["_object", "_actions", "_dlgInteractionDialog", "_ctrlInteractionDialog", "_index", "_ctrlInteractionDialogIcon"];

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@ -7,10 +7,10 @@
* 1: player <OBJECT>
*
* Return Value:
* <BOOL>
* Able to become leader of group <BOOL>
*
* Example:
* [player, player] call ace_interaction_fnc_canBecomeLeader
* _bool = [player, player] call ace_interaction_fnc_canBecomeLeader
*
* Public: No
*/

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@ -1,5 +1,18 @@
// by commy2
/*
* Author: commy2
* Checks if the player can interact with civilian
*
* Arguments:
* 0: Target <OBJECT>
*
* Return value:
* Able to interact with civilian <BOOL>
*
* Example:
* _bool = [target] call ace_interaction_fnc_canInteractWithCivilian
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_2_PVT(_this,_unit,_isCivilian);
@ -8,4 +21,4 @@ if (isNil "_isCivilian") then {_isCivilian = true};
alive _unit
&& [side _unit != side ACE_player, side group _unit == civilian] select _isCivilian
//&& {count (weapons _unit) == 0}
//&& {count (weapons _unit) == 0}

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@ -1,4 +1,19 @@
// by commy2
/*
* Author: commy2
* Checks if the player can join a group
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to join a group <BOOL>
*
* Example:
* _bool = [player, target] call ace_interaction_fnc_canJoinGroup
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_target"];

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@ -1,4 +1,19 @@
// by commy2
/*
* Author: commy2
* Checks if the player can join a team
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to join a team <BOOL>
*
* Example:
* _bool = [player, target] call ace_interaction_fnc_canJoinTeam
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_target"];

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@ -1,5 +1,19 @@
// by commy2
/*
* Author: commy2
* Checks if the player can tap a shoulder
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* Able to tap a shoulder <BOOL>
*
* Example:
* _bool = [player, target] call ace_interaction_fnc_canTapShoulder
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_target"];

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@ -3,8 +3,8 @@
* Become Leader of group
*
* Arguments:
* 0: target <OBJECT>
* 1: player <OBJECT>
* 0: Target <OBJECT>
* 1: Player <OBJECT>
*
* Return Value:
* None

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@ -1,4 +1,20 @@
// by commy2
/*
* Author: commy2
* Get door
*
* Arguments:
* 0: Distance <NUMBER>
*
* Return value:
* House objects and door <ARRAY>
* 0: House <OBJECT>
* 1: Door Name <STRING>
*
* Example:
* _array = [player, target] call ace_interaction_fnc_getDoor
*
* Public: No
*/
#include "script_component.hpp"
private ["_distance", "_position0", "_position1", "_intersections", "_count", "_house", "_door", "_index", "_id"];

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@ -1,4 +1,21 @@
// by commy2
/*
* Author: commy2
* Get door animations
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return value:
* Animation and Locked variable <ARRAY>
* 0: Animation <STRING>
* 1: Locked variable <STRING>
*
* Example:
* _array = [target, "door"] call ace_interaction_fnc_getDoorAnimations
*
* Public: No
*/
#include "script_component.hpp"
private ["_house", "_door", "_animations", "_lockedVariable"];

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@ -1,13 +1,17 @@
/*
* Author: KoffeinFlummi
*
* Forces a civilian to the ground. (chance of failure).
* Forces a civilian to the ground (with a chance of failure)
*
* Arguments:
* 0: Unit to be sent away (Object)
* 0: Unit <OBJECT>
*
* Return value:
* none
* None
*
* Example:
* [target] call ace_interaction_fnc_getDown
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,4 +1,18 @@
// by commy2
/*
* Author: commy2
* Get selected button
*
* Arguments:
* None
*
* Return value:
* Angle <NUMBER>
*
* Example:
* _number = call ace_interaction_fnc_getSelectedButton
*
* Public: No
*/
#include "script_component.hpp"
#define MIN_DISTANCE 0.0065

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@ -2,12 +2,15 @@
* Author: esteldunedain
* Return a suitable position for the action point for the current weapon
*
* Argument:
* Arguments:
* None
*
* Return value:
* Children actions <ARRAY>
*
* Example:
* _array = call ace_interaction_fnc_getWeaponPos
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,22 +1,22 @@
/*
Author: Garth de Wet (LH)
Description:
Closes the Interaction menu
Parameters:
Nothing
Returns:
Nothing
Example:
call FUNC(hideMenu);
*/
* Author: Garth de Wet (LH)
* Closes the Interaction menu
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_hideMenu
*
* Public: No
*/
#include "script_component.hpp"
closeDialog 0;
(findDisplay 1713999) closeDisplay 1;
(uiNameSpace getVariable QGVAR(Flow_Display)) closeDisplay 0;
GVAR(MainButton) = nil;
call FUNC(hideMouseHint);
call FUNC(hideMouseHint);

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@ -1,22 +1,21 @@
/*
Author(s):
Garth de Wet (LH)
Description:
Hides the interaction helper text with the mouse buttons at the bottom middle of the screen
Parameters:
Nothing
Returns:
Nothing
Example:
call FUNC(hideMouseHint);
*/
* Author: Garth de Wet (LH)
* Hides the interaction helper text with the mouse buttons at the bottom middle of the screen
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_hideMouseHint
*
* Public: No
*/
#include "script_component.hpp"
if (isNull (uiNamespace getVariable ["ACE_Helper_Display", objNull])) exitWith{};
(QGVAR(InteractionHelper) call BIS_fnc_rscLayer) cutText ["", "PLAIN"];
showHUD true;
showHUD true;

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@ -1,14 +1,18 @@
/*
* Author: commy2
*
* Check if the vehicle is in range of the player.
*
* Argument:
* 0: Vehicke (Object)
* 1: Distance in meters (Number)
* Arguments:
* 0: Vehicle <OBJECT>
* 1: Distance in meters <NUMBER>
*
* Return value:
* (Bool)
* Vehicle in range of player <BOOL>
*
* Example:
* _bool = [target, 5] call ace_interaction_fnc_isInRange
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,4 +1,19 @@
// by commy2
/*
* Author: commy2
* Assigns a unit to the team
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Team <STRING>
*
* Return value:
* None
*
* Example:
* [target, "YELLOW"] call ace_interaction_fnc_joinTeam
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_team", "_message"];

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@ -1,13 +1,19 @@
/*
* Author: bux578
*
* Initializes the Interaction module.
* Initializes the Interaction module
*
* Arguments:
* Whatever the module provides. (I dunno.)
* 0: Logic <NUMBER>
* 1: ???
* 2: Activation State <BOOL>
*
* Return Value:
* Return value:
* None
*
* Example:
* [logic, ???, activationState] call ace_interaction_fnc_moduleInteraction
*
* Public: No
*/
#include "script_component.hpp"

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@ -1,19 +1,18 @@
/*
Author: Garth de Wet (LH)
Description:
Depending on the passed value, either scrolls down through the list or up.
Parameters:
NUMBER - Amount to increase current interaction target
Returns:
Nothing
Example:
1 call FUNC(moveDown);
-1 call FUNC(moveDown);
*/
* Author: Garth de Wet (LH)
* Scrolls through the list down or up
*
* Arguments:
* 0: Amount <NUMBER>
*
* Return value:
* None
*
* Example:
* [2] call ace_interaction_fnc_moveDown
*
* Public: No
*/
#include "script_component.hpp"
#define CLAMP(x,low,high) (if(x > high)then{high}else{if(x < low)then{low}else{x}})

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@ -1,4 +1,18 @@
// by commy2
/*
* Author: commy2
* On button up
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_onButtonUp
*
* Public: No
*/
#include "script_component.hpp"
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"];

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@ -1,4 +1,18 @@
// by commy2
/*
* Author: commy2
* On click
*
* Arguments:
* Index <NUMBER>
*
* Return value:
* None
*
* Example:
* 5 call ace_interaction_fnc_onClick
*
* Public: No
*/
#include "script_component.hpp"
private ["_player", "_vehicle", "_target", "_count", "_index", "_action", "_subMenu", "_statement", "_condition", "_conditionShow", "_exceptions", "_distance"];

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@ -1,4 +1,18 @@
// by CorruptedHeart, commy2
/*
* Author: CorruptedHeart, commy2
* On select menu double click
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_onSelectMenuDblClick
*
* Public: No
*/
#include "script_component.hpp"
call compile (lbData [8866, lbCurSel 8866]) call GVAR(SelectAccept);

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@ -1,4 +1,19 @@
// by commy2
/*
* Author: commy2
* Opens door
*
* Arguments:
* 0: House <OBJECT>
* 1: Door <STRING>
*
* Return value:
* None
*
* Example:
* [house, "door"] call ace_interaction_fnc_openDoor
*
* Public: No
*/
#include "script_component.hpp"
private ["_info", "_house", "_door", "_animations", "_lockedVariable"];

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@ -1,4 +1,19 @@
// by commy2
/*
* Author: commy2
* Opens menu select UI
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Vehicle <OBJECT>
*
* Return value:
* None
*
* Example:
* [unit, vehicle] call ace_interaction_fnc_openMenuSelectUI
*
* Public: No
*/
#include "script_component.hpp"
private ["_unit", "_vehicle", "_cargo"];
@ -20,25 +35,25 @@ _actions = [localize "STR_ACE_Interaction_InteractionMenu", localize "STR_ACE_In
// prepare: add all cargo units as options to select menu
{
if (_x != _unit) then {
_actions = [
_actions,
[_x] call EFUNC(common,getName),
QUOTE(PATHTOF(UI\dot_ca.paa)),
_forEachIndex
] call FUNC(addSelectableItem);
};
if (_x != _unit) then {
_actions = [
_actions,
[_x] call EFUNC(common,getName),
QUOTE(PATHTOF(UI\dot_ca.paa)),
_forEachIndex
] call FUNC(addSelectableItem);
};
} forEach _cargo;
// open select menu
[
_actions,
{
call FUNC(hideMenu);
[0, GVAR(InteractionMenu_Crew) select _this, ""] spawn FUNC(showMenu);
GVAR(InteractionMenu_Crew) = nil;
},
{
call FUNC(hideMenu);
}
_actions,
{
call FUNC(hideMenu);
[0, GVAR(InteractionMenu_Crew) select _this, ""] spawn FUNC(showMenu);
GVAR(InteractionMenu_Crew) = nil;
},
{
call FUNC(hideMenu);
}
] call FUNC(openSelectMenu);

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@ -1,26 +1,27 @@
/*
Author: Garth de Wet (LH)
Description:
Opens the select menu UI and sets up the UI
Parameters:
0: ARRAY - items
ARRAY
0 = Text
1 = statement to execute
2 = condition before execute
3 = showDisabled
4 = priority
5 = icon
6 = extra variables. Passed to the code.
1: Code - select action
2: Code - Cancel Action
Returns:
Nothing
Example:
*/
* Author: Garth de Wet (LH)
* Opens the select menu UI and sets up the UI
*
* Arguments:
* 0: Items <ARRAY>
* 0: Text <STRING>
* 1: Statement to execute <CODE>
* 2: Condition before execute <CODE>
* 3: showDisabled <BOOL>
* 4: Priority <NUMBER>
* 5: Icon <STRING>
* 6: Extra variables passed to the code <ARRAY>
* 1: Select Action <CODE>
* 2: Cancel Action <CODE>
*
* Return value:
* None
*
* Example:
* [["text", {statement}, {condition}, showDisabled, priority, "icon", [variables]], {selectAction}, {cancelAction}] call ace_interaction_fnc_openSelectMenu
*
* Public: No
*/
#include "script_component.hpp"
if (!(profileNamespace getVariable [QGVAR(FlowMenu), false])) then {

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@ -1,19 +1,19 @@
/*
Author: Garth de Wet (LH)
Description:
Prepares the select menu for use.
Parameters:
0: TEXT - Header text
1: TEXT - Approve button text
Returns:
ARRAY/NUMBER - container object for use with addSelectableItem.
Example:
["Select Explosive", "Place"] call FUNC(prepareSelectMenu);
*/
* Author: Garth de Wet (LH)
* Prepares the select menu for use
*
* Arguments:
* 0: Header Text <STRING>
* 1: Approve Button Text <STRING>
*
* Return value:
* Container object <ARRAY/NUMBER>
*
* Example:
* _array = ["Select Explosive", "Place"] call ace_interaction_fnc_prepareSelectMenu
*
* Public: No
*/
#include "script_component.hpp"
private ["_buttonAction", "_header", "_buttonText", "_cancelButton"];

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@ -1,22 +1,27 @@
/*
* Author: KoffeinFlummi
*
* Pushes a boat away from the player.
* Pushes a boat away from the player
*
* Arguments:
* 0: Boat (object)
* 1: Velocity (vectorlike array)
* 0: Boat <OBJECT>
* 1: Velocity <ARRAY>
*
* Return Value:
* None
*
* Example:
* [target, [vector]] call ace_interaction_fnc_push
*
* Public: No
*/
#include "script_component.hpp"
_boat = _this select 0;
_velocity = _this select 1;
if !(local _boat) exitWith {
[_this, QUOTE(FUNC(push)), _boat] call EFUNC(common,execRemoteFnc);
[_this, QUOTE(FUNC(push)), _boat] call EFUNC(common,execRemoteFnc);
};
_boat setVelocity _velocity;

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@ -1,4 +1,18 @@
// by commy2
/*
* Author: commy2
* Removes tag
*
* Arguments:
* None
*
* Return value:
* None
*
* Example:
* call ace_interaction_fnc_removeTag
*
* Public: No
*/
#include "script_component.hpp"
0 spawn {

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@ -1,14 +1,18 @@
/*
* Author: KoffeinFlummi
*
* Sends a civilian crowd away (chance of failure).
* Sends a civilian crowd away with a chance of failure
*
* Arguments:
* 0: Unit to be sent away (Object)
* 0: Unit <OBJECT>
*
* Return value:
* none
*/
* None
*
* Example:
* [target] call ace_interaction_fnc_sendAway
*
* Public: No
*/
#include "script_component.hpp"
#define DISTANCE 50
@ -21,16 +25,16 @@ _unit = _this select 0;
ACE_player playActionNow "GestureGo";
if (count weapons ACE_player > 0) then {
_chance = 0.8;
_chance = 0.8;
} else {
_chance = 0.5;
_chance = 0.5;
};
{
if (count (weapons _unit) == 0 and random 1 < _chance) then {
[-2, {
(_this select 0) setUnitPos "AUTO";
(_this select 0) doMove [(getPos (_this select 0) select 0) + DISTANCE * (eyeDirection (_this select 1) select 0), (getPos (_this select 0) select 1) + DISTANCE * (eyeDirection (_this select 1) select 1), 0];
}, [_x, ACE_player]] call CBA_fnc_globalExecute;
};
} foreach (_unit nearEntities ["Civilian", RADIUS]);
if (count (weapons _unit) == 0 and random 1 < _chance) then {
[-2, {
(_this select 0) setUnitPos "AUTO";
(_this select 0) doMove [(getPos (_this select 0) select 0) + DISTANCE * (eyeDirection (_this select 1) select 0), (getPos (_this select 0) select 1) + DISTANCE * (eyeDirection (_this select 1) select 1), 0];
}, [_x, ACE_player]] call CBA_fnc_globalExecute;
};
} forEach (_unit nearEntities ["Civilian", RADIUS]);

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@ -1,21 +1,20 @@
/*
Author(s):
Garth de Wet (LH)
Description:
Shows the interaction helper text with the mouse buttons at the bottom middle of the screen
Parameters:
0: STRING - Left click text
1: STRING - Right click text
3: STRING - (Optional) Scroll text
Returns:
Nothing
Example:
["Place Explosive", "Cancel"] call FUNC(showMouseHint);
*/
* Author: Garth de Wet (LH)
* Shows the interaction helper text with the mouse buttons at the bottom middle of the screen
*
* Arguments:
* 0: Left Click Text <STRING>
* 1: Right Click Text <STRING>
* 2: Scroll Text <STRING> (Optional)
*
* Return value:
* None
*
* Example:
* ["Place Explosive", "Cancel"] call ace_interaction_fnc_showMouseHint
*
* Public: No
*/
#include "script_component.hpp"
#define GUI_GRID_W (0.025)
@ -51,4 +50,4 @@ if (_scroll == "") exitWith {
(_display displayCtrl 1201) ctrlCommit 0;
};
(_display displayCtrl 1002) ctrlSetText _scroll;
showHUD false;
showHUD false;

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@ -1,4 +1,18 @@
// by commy2
/*
* Author: commy2
* Sort options by priority
*
* Arguments:
* Actions <ARRAY>
*
* Return value:
* None
*
* Example:
* _customActions call ace_interaction_fnc_sortOptionsByPriority
*
* Public: No
*/
#include "script_component.hpp"
private ["_actions", "_count", "_index", "_actionN", "_actionM"];

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@ -1,4 +1,19 @@
// by commy2
/*
* Author: commy2
* Taps a shoulder
*
* Arguments:
* 0: Player <OBJECT>
* 1: Target <OBJECT>
*
* Return value:
* None
*
* Example:
* [player, target] call ace_interaction_fnc_tapShoulder
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_3_PVT(_this,_tapper,_target,_shoulderNum);

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@ -1,4 +1,20 @@
// by commy2
/*
* Author: commy2
* Updates tooltip's position
*
* Arguments:
* 0: Tooltip Display <NUMBER>
* 1: X Coordinate <NUMBER>
* 2: Y Coordinate <NUMBER>
*
* Return value:
* None
*
* Example:
* [player, 0.5, 0.5] call ace_interaction_fnc_updateTooltipPosition
*
* Public: No
*/
#include "script_component.hpp"
disableSerialization;