This commit is contained in:
voiper 2015-08-11 11:08:01 -07:00
parent 2d101d064e
commit 8230dbd272
2 changed files with 41 additions and 85 deletions

View File

@ -1,6 +1,6 @@
/*
* Author: voiper
* Draw sexy flashlight beams and NVG on main map.
* Draw nearby lighting and sexy flashlight beams on main map.
*
* Arguments:
* 0: Map control (Control)
@ -34,103 +34,57 @@ _realViewPortY = _resY * _uiScale;
_realViewPortX = _realViewPortY * 4/3;
//textures
_blackTex = "#(rgb,8,8,3)color(0,0,0,1)";
_whiteTex = "#(rgb,8,8,3)color(1,1,1,1)";
_fillTex = "#(rgb,8,8,3)color(0,0,0,1)";
//colour/alpha
_lightLevel params ["_r", "_g", "_b", "_a"];
_colourAlpha = (_r + _g + _b) min _a;
_shadeAlpha = _a;
if (_nvgOn) then {
_flashlightAdd = if (_flashlight != "") then {0.75} else {0};
_shadeAlpha = 0.8 - _a + _flashlightAdd;
_fillTex = _whiteTex;
_colourList = [_r, _g, _b];
_colourList sort false;
_maxColour = _colourList select 0;
if (_aceNVG) then {
_nvgAlpha = ACE_player getVariable [QEGVAR(nightvision,NVGBrightness), 0];
//ambient colour fill
_mapCtrl drawIcon [format["#(rgb,8,8,3)color(%1,%2,%3,1)", _r / _maxColour, _g / _maxColour, _b / _maxColour], [1,1,1,_colourAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
if (_nvgAlpha >= 0) then {
_shadeAlpha = _shadeAlpha + _nvgAlpha / 2;
} else {
//if flashlight off
if (_flashlight == "") then {
//if there's nearby light
if (_shadeAlpha > 0) then {
_shadeAlpha = _shadeAlpha + _nvgAlpha / 2;
} else {
_fillTex = _blackTex;
_shadeAlpha = -_nvgAlpha / 1.5;
};
} else {
_shadeAlpha = _shadeAlpha + _nvgAlpha;
};
};
_grainConfig = (configFile >> "CfgWeapons" >> _hmd >> "ACE_NightVision_grain");
_grain = if (isNumber _grainConfig) then {
(getNumber _grainConfig) / 2
} else {
0
};
if (_grain > 0) then {
_posX = (_mapCentre select 0) + (_mapScale * random 500);
_posY = (_mapCentre select 1) + (_mapScale * random 500);
_mapCtrl drawIcon [format["#(ai,2048,2048,1)perlinNoise(%1,%2,0,1)", _resX, _resX], [0.25,0.25,0.25,_grain], [_posX, _posY], _screenSize * 2.5, _screenSize * 2.5, 0, "", 0]; //noise
};
};
_mapCtrl drawIcon ["#(rgb,8,8,3)color(0,0.5,0,1)", [1,1,1,0.5], _mapCentre, _screenSize, _screenSize, 0, "", 0]; //nvg green
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0]; //alpha fill
if (_flashlight == "") then {
//ambient shade fill
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
} else {
_fillTex = _blackTex;
//mouse pos
_mousePos = GVAR(mousePos);
_colourList = [_r, _g, _b];
_colourList sort false;
_maxColour = _colourList select 0;
//flashlight settings
_colour = getText (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour");
_size = getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Size");
_flashTex = format[QUOTE(PATHTOF_SYS(ace,flashlights,UI\Flashlight_Beam_%1_ca.paa)), _colour];
_beamSize = _screenSize / _size;
//ambient colour fill
_mapCtrl drawIcon [format["#(rgb,8,8,3)color(%1,%2,%3,1)", _r / _maxColour, _g / _maxColour, _b / _maxColour], [1,1,1,_colourAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
//after 5x zoom, it's simulated to be fixed (it actually gets bigger relative to zoom)
if (_mapScale < 0.2) then {_beamSize = _beamSize / (_mapScale * (1 / 0.2))};
if (_flashlight == "") then {
//ambient shade fill
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], _mapCentre, _screenSize, _screenSize, 0, "", 0];
//assign corrective ratio to fix sub-pixel gaps/overlaps (symptom of viewport * X/Y resolution rounding)
_viewPortRatioFixY = if (_realViewPortY != _viewPortY) then {
_realViewPortX / (_realViewPortY / _viewPortY * _viewPortX)
} else {
//mouse pos
_mousePos = GVAR(mousePos);
//flashlight settings
_colour = getText (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Colour");
_size = getNumber (configFile >> "CfgWeapons" >> _flashlight >> "ItemInfo" >> "FlashLight" >> "ACE_Flashlight_Size");
_flashTex = format[QUOTE(PATHTOF_SYS(ace,flashlights,UI\Flashlight_Beam_%1_ca.paa)), _colour];
_beamSize = _screenSize / _size;
//after 5x zoom, it's simulated to be fixed (it actually gets bigger relative to zoom)
if (_mapScale < 0.2) then {_beamSize = _beamSize / (_mapScale * (1 / 0.2))};
//assign corrective ratio to fix sub-pixel gaps/overlaps (symptom of viewport * X/Y resolution rounding)
_viewPortRatioFixY = if (_realViewPortY != _viewPortY) then {
_realViewPortX / (_realViewPortY / _viewPortY * _viewPortX)
if (_realViewPortX != _viewPortX) then {
_realViewPortX / _viewPortX
} else {
if (_realViewPortX != _viewPortX) then {
_realViewPortX / _viewPortX
} else {
1
};
1
};
//offset the elements
_offsetX = _mapScale * GVAR(worldSize) * (_screenSize * 2 + _beamSize);
_offsetYDown = _mapScale * GVAR(worldSize) * (_screenSize + _beamSize) * _viewPortRatioFixY;
//up is bigger because of a potential exploit
_offsetYUp = _mapScale * GVAR(worldSize) * (_screenSize * 4 + _beamSize) * _viewPortRatioFixY;
//draw the matrix /whoa
_mapCtrl drawIcon [_flashTex, [1,1,1,_shadeAlpha], _mousePos, _beamSize, _beamSize, 0, "", 0]; //centre beam
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0) - _offsetX, (_mousePos select 1)], _screenSize * 2, _beamSize, 0, "", 0]; //left
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0) + _offsetX, (_mousePos select 1)], _screenSize * 2, _beamSize, 0, "", 0]; //right
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0), (_mousePos select 1) - _offsetYDown], _screenSize * 4, _screenSize, 0, "", 0]; //down
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0), (_mousePos select 1) + _offsetYUp], _screenSize * 4, _screenSize * 4, 0, "", 0]; //up
};
//offset the elements
_offsetX = _mapScale * GVAR(worldSize) * (_screenSize * 2 + _beamSize);
_offsetYDown = _mapScale * GVAR(worldSize) * (_screenSize + _beamSize) * _viewPortRatioFixY;
//up is bigger because of a potential exploit
_offsetYUp = _mapScale * GVAR(worldSize) * (_screenSize * 4 + _beamSize) * _viewPortRatioFixY;
//draw the matrix /whoa
_mapCtrl drawIcon [_flashTex, [1,1,1,_shadeAlpha], _mousePos, _beamSize, _beamSize, 0, "", 0]; //centre beam
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0) - _offsetX, (_mousePos select 1)], _screenSize * 2, _beamSize, 0, "", 0]; //left
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0) + _offsetX, (_mousePos select 1)], _screenSize * 2, _beamSize, 0, "", 0]; //right
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0), (_mousePos select 1) - _offsetYDown], _screenSize * 4, _screenSize, 0, "", 0]; //down
_mapCtrl drawIcon [_fillTex, [1,1,1,_shadeAlpha], [(_mousePos select 0), (_mousePos select 1) + _offsetYUp], _screenSize * 4, _screenSize * 4, 0, "", 0]; //up
};

View File

@ -94,12 +94,14 @@
<Portuguese>RFA ativo</Portuguese>
<Polish>Aktywuj BFT</Polish>
<Czech>Povolit BFT</Czech>
<Spanish>Activar BFT</Spanish>
</Key>
<Key ID="STR_ACE_Map_BFT_Enabled_Description">
<English>Enable Blue Force Tracking. Default: No</English>
<Portuguese>Ativa Rastreio de Forças Azuis. Padrão: Não</Portuguese>
<Polish>Aktywuj Blue Force Tracking. Domyślnie: Nie</Polish>
<Czech>Povolit Blue Force Tracking. Výchozí: Ne</Czech>
<Spanish>Activar Blue Force Tracking. Por defecto: No</Spanish>
</Key>
<Key ID="STR_ACE_Map_BFT_Interval_DisplayName">
<English>Interval</English>
@ -134,7 +136,7 @@
<Portuguese>Esconder marcadores que pertencem ao grupo de IA?</Portuguese>
</Key>
<Key ID="STR_ACE_Map_BFT_Module_Description">
<English></English>
<English>This module allows the tracking of allied units with BFT map markers.</English>
<Polish>Pozwala śledzić na mapie pozycje sojuszniczych jednostek za pomocą markerów BFT.</Polish>
<German>Dieses Modul ermöglicht es verbündete Einheiten mit dem BFT auf der Karte zu verfolgen.</German>
<Czech>Umožňuje sledovat přátelské jednokty na mapě v rámci BFT.</Czech>