Merge pull request #3084 from acemod/cbaZeusIntegration

CBA zeus integration
This commit is contained in:
PabstMirror 2015-12-31 15:15:23 -06:00
commit 586449eef9
2 changed files with 15 additions and 45 deletions

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@ -1,7 +1,7 @@
// ACE - Common
// #define ENABLE_PERFORMANCE_COUNTERS
#include "script_component.hpp"
// #define ENABLE_PERFORMANCE_COUNTERS
//////////////////////////////////////////////////
// PFHs
@ -311,6 +311,17 @@ enableCamShake true;
// Set up numerous eventhanders for player controlled units
//////////////////////////////////////////////////
//CBA has events for zeus's display onLoad and onUnload (Need to delay a frame for display to be ready)
private _zeusDisplayChangedFNC = {
[{
private _data = !(isNull findDisplay 312);
["zeusDisplayChanged", [ACE_player, _data]] call FUNC(localEvent);
}, []] call FUNC(execNextFrame);
};
["CBA_curatorOpened", _zeusDisplayChangedFNC] call CBA_fnc_addEventHandler;
["CBA_curatorClosed", _zeusDisplayChangedFNC] call CBA_fnc_addEventHandler;
// default variables
GVAR(OldPlayerVehicle) = vehicle objNull;
GVAR(OldPlayerTurret) = [objNull] call FUNC(getTurretIndex);
@ -320,7 +331,6 @@ GVAR(OldPlayerVisionMode) = currentVisionMode objNull;
GVAR(OldCameraView) = "";
GVAR(OldVisibleMap) = false;
GVAR(OldInventoryDisplayIsOpen) = nil; //@todo check this
GVAR(OldZeusDisplayIsOpen) = false;
GVAR(OldIsCamera) = false;
// clean up playerChanged eventhandler from preinit and put it in the same PFH as the other events to reduce overhead and guarantee advantageous execution order
@ -332,13 +342,11 @@ if (!isNil QGVAR(PreInit_playerChanged_PFHID)) then {
// PFH to raise varios events
[{
BEGIN_COUNTER(stateChecker);
private "_data"; // reuse one variable to reduce number of variables that have to be set to private each frame
// "playerChanged" event
_data = call FUNC(player);
private _data = call FUNC(player); // reuse one variable to reduce number of variables that have to be set to private each frame
if !(_data isEqualTo ACE_player) then {
private "_oldPlayer";
_oldPlayer = ACE_player;
private _oldPlayer = ACE_player;
ACE_player = _data;
uiNamespace setVariable ["ACE_player", _data];
@ -411,14 +419,6 @@ if (!isNil QGVAR(PreInit_playerChanged_PFHID)) then {
["inventoryDisplayChanged", [ACE_player, _data]] call FUNC(localEvent);
};
// "zeusDisplayChanged" event
_data = !(isNull findDisplay 312);
if !(_data isEqualTo GVAR(OldZeusDisplayIsOpen)) then {
// Raise ACE event locally
GVAR(OldZeusDisplayIsOpen) = _data;
["zeusDisplayChanged", [ACE_player, _data]] call FUNC(localEvent);
};
// "activeCameraChanged" event
_data = call FUNC(isfeatureCameraActive);
if !(_data isEqualTo GVAR(OldIsCamera)) then {
@ -467,6 +467,7 @@ if (!isNil QGVAR(PreInit_playerChanged_PFHID)) then {
{_unit != _target && {vehicle _unit == vehicle _target}}
}] call FUNC(addCanInteractWithCondition);
["isNotInZeus", {isNull curatorCamera}] call FUNC(addCanInteractWithCondition);
//////////////////////////////////////////////////
// Set up PlayerJIP eventhandler

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@ -77,37 +77,6 @@ GVAR(ParsedTextCached) = [];
if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
}] call EFUNC(common,addEventHandler);
// Let key work with zeus open (not perfect, contains workaround to prevent other CBA keybindings)
["zeusDisplayChanged",{
if (_this select 1) then {
(finddisplay 312) displayAddEventHandler ["KeyUp", {
_key = ["ACE3 Common","ace_interact_menu_InteractKey"] call CBA_fnc_getKeybind;
_key = _key select 5;
_dik = _key select 0;
_mods = _key select 1;
if ((_this select 1) == _dik) then {
if ((_this select [2,3]) isEqualTo _mods) then {
[_this,'keyup'] call CBA_events_fnc_keyHandler
};
};
}];
(finddisplay 312) displayAddEventHandler ["KeyDown", {
_key = ["ACE3 Common","ace_interact_menu_InteractKey"] call CBA_fnc_getKeybind;
_key = _key select 5;
_dik = _key select 0;
_mods = _key select 1;
if ((_this select 1) == _dik) then {
if ((_this select [2,3]) isEqualTo _mods) then {
[_this,'keydown'] call CBA_events_fnc_keyHandler
};
};
}];
};
}] call EFUNC(common,addEventHandler);
//Debug to help end users identify mods that break CBA's XEH
[{
private ["_badClassnames"];