Merge pull request #1857 from jonpas/uiSettings

Selective UI Elements
This commit is contained in:
commy2 2016-04-23 19:15:26 +02:00
commit 93450b9e38
21 changed files with 855 additions and 27 deletions

View File

@ -1,24 +0,0 @@
class RscControlsGroup;
class RscText;
class RscInGameUI {
class RscUnitInfo {
// Soldiers
class WeaponInfoControlsGroupLeft: RscControlsGroup {
class controls {
class CA_AmmoCount: RscText {
sizeEx = 0;
};
};
};
// Vehicles
/*class WeaponInfoControlsGroupRight: RscControlsGroup {
class controls {
class CA_AmmoCount: RscText {
sizeEx = 0;
};
};
};*/
};
};

View File

@ -20,6 +20,4 @@ class CfgPatches {
#include "CfgActions.hpp"
#include "RscInGameUI.hpp"
#include "ACE_Settings.hpp"

217
addons/ui/ACE_Settings.hpp Normal file
View File

@ -0,0 +1,217 @@
class ACE_Settings {
class GVAR(allowSelectiveUI) {
category = CSTRING(Category);
displayName = CSTRING(AllowSelectiveUI);
description = CSTRING(AllowSelectiveUI_Description);
typeName = "BOOL";
value = 1;
};
// BASIC
class GVAR(soldierVehicleWeaponInfo) {
category = CSTRING(Category);
displayName = CSTRING(SoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleRadar) {
category = CSTRING(Category);
displayName = CSTRING(VehicleRadar);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleCompass) {
category = CSTRING(Category);
displayName = CSTRING(VehicleCompass);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(commandMenu) {
category = CSTRING(Category);
displayName = CSTRING(CommandMenu);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(groupBar) {
category = CSTRING(Category);
displayName = CSTRING(GroupBar);
typeName = "BOOL";
value = 0;
isClientSettable = 1;
};
// ADVANCED
// Upper Weapon Info
class GVAR(weaponName) {
category = CSTRING(Category);
displayName = CSTRING(WeaponName);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(weaponNameBackground) {
category = CSTRING(Category);
displayName = CSTRING(WeaponNameBackground);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(firingMode) {
category = CSTRING(Category);
displayName = CSTRING(FiringMode);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
// Lower Weapon Info
class GVAR(ammoType) {
category = CSTRING(Category);
displayName = CSTRING(AmmoType);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(ammoCount) {
category = CSTRING(Category);
displayName = CSTRING(AmmoCount);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 0;
isClientSettable = 1;
};
class GVAR(magCount) {
category = CSTRING(Category);
displayName = CSTRING(MagCount);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(throwableName) {
category = CSTRING(Category);
displayName = CSTRING(throwableName);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(throwableCount) {
category = CSTRING(Category);
displayName = CSTRING(throwableCount);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(zeroing) {
category = CSTRING(Category);
displayName = CSTRING(Zeroing);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(weaponLowerInfoBackground) {
category = CSTRING(Category);
displayName = CSTRING(WeaponLowerInfoBackground); //todo
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
// Stance
class GVAR(stance) {
category = CSTRING(Category);
displayName = CSTRING(Stance);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
// Stamina Bar
class GVAR(staminaBar) {
category = CSTRING(Category);
displayName = CSTRING(StaminaBar);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
// Vehicle
class GVAR(vehicleName) {
category = CSTRING(Category);
displayName = CSTRING(VehicleName);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleNameBackground) {
category = CSTRING(Category);
displayName = CSTRING(VehicleNameBackground);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleFuelBar) {
category = CSTRING(Category);
displayName = CSTRING(VehicleFuelBar);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleSpeed) {
category = CSTRING(Category);
displayName = CSTRING(VehicleSpeed);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleAltitude) {
category = CSTRING(Category);
displayName = CSTRING(VehicleAltitude);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleDamage) {
category = CSTRING(Category);
displayName = CSTRING(VehicleDamage);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleInfoBackground) {
category = CSTRING(Category);
displayName = CSTRING(VehicleInfoBackground);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
class GVAR(vehicleGunnerWeapon) {
category = CSTRING(Category);
displayName = CSTRING(VehicleGunnerWeapon);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
value = 1;
isClientSettable = 1;
};
};

View File

@ -0,0 +1,17 @@
class Extended_PreStart_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preStart));
};
};
class Extended_PreInit_EventHandlers {
class ADDON {
init = QUOTE(call COMPILE_FILE(XEH_preInit));
};
};
class Extended_PostInit_EventHandlers {
class ADDON {
clientInit = QUOTE(call COMPILE_FILE(XEH_clientInit));
};
};

181
addons/ui/CfgVehicles.hpp Normal file
View File

@ -0,0 +1,181 @@
class CfgVehicles {
class ACE_Module;
class GVAR(Module): ACE_Module {
author = ECSTRING(common,ACETeam);
category = "ACE";
displayName = CSTRING(ModuleName);
function = QFUNC(moduleInit);
scope = 2;
isGlobal = 1;
icon = QUOTE(PATHTOF(UI\Icon_Module_UI_ca.paa));
class Arguments {
class allowSelectiveUI {
displayName = CSTRING(AllowSelectiveUI);
description = CSTRING(AllowSelectiveUI_Description);
typeName = "BOOL";
defaultValue = 1;
};
// BASIC
class soldierVehicleWeaponInfo {
displayName = CSTRING(SoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleRadar {
displayName = CSTRING(VehicleRadar);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleCompass {
displayName = CSTRING(VehicleCompass);
typeName = "BOOL";
defaultValue = 1;
};
class commandMenu {
displayName = CSTRING(CommandMenu);
typeName = "BOOL";
defaultValue = 1;
};
class groupBar {
displayName = CSTRING(GroupBar);
typeName = "BOOL";
defaultValue = 0;
};
// ADVANCED
// Upper Weapon Info
class weaponName {
displayName = CSTRING(WeaponName);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class weaponNameBackground {
displayName = CSTRING(WeaponNameBackground);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class firingMode {
displayName = CSTRING(FiringMode);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
// Lower Weapon Info
class ammoType {
displayName = CSTRING(AmmoType);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class ammoCount {
displayName = CSTRING(AmmoCount);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 0;
};
class magCount {
displayName = CSTRING(MagCount);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class throwableName {
displayName = CSTRING(throwableName);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class throwableCount {
displayName = CSTRING(throwableCount);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class zeroing {
displayName = CSTRING(Zeroing);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class weaponLowerInfoBackground {
displayName = CSTRING(WeaponLowerInfoBackground);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
// Stance
class stance {
displayName = CSTRING(Stance);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
// Stamina Bar
class staminaBar {
displayName = CSTRING(StaminaBar);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
// Vehicle
class vehicleName {
displayName = CSTRING(VehicleName);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleNameBackground {
displayName = CSTRING(VehicleNameBackground);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleFuelBar {
displayName = CSTRING(VehicleFuelBar);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleSpeed {
displayName = CSTRING(VehicleSpeed);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleAltitude {
displayName = CSTRING(VehicleAltitude);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleDamage {
displayName = CSTRING(VehicleDamage);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleInfoBackground {
displayName = CSTRING(VehicleInfoBackground);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
class vehicleGunnerWeapon {
displayName = CSTRING(VehicleGunnerWeapon);
description = CSTRING(RequiresSoldierVehicleWeaponInfo);
typeName = "BOOL";
defaultValue = 1;
};
};
class ModuleDescription {
description = CSTRING(ModuleDescription);
};
};
};

View File

@ -1,7 +1,7 @@
ace_ui
=======
Removes vignette and changes the chat contrast on the map to allow easier reading.
Removes vignette, changes the chat contrast on the map to allow easier reading and provides settings to hide or show different UI elements.
## Maintainers
@ -9,3 +9,4 @@ Removes vignette and changes the chat contrast on the map to allow easier readin
The people responsible for merging changes to this component or answering potential questions.
- [VKing](https://github.com/VKing6)
- [Jonpas](https://github.com/jonpas)

Binary file not shown.

4
addons/ui/XEH_PREP.hpp Normal file
View File

@ -0,0 +1,4 @@
PREP(moduleInit);
PREP(setAdvancedElement);
PREP(setElements);
PREP(setElementVisibility);

View File

@ -0,0 +1,40 @@
#include "script_component.hpp"
// Exit on Headless
if (!hasInterface) exitWith {};
["SettingsInitialized", {
// Initial settings
[true] call FUNC(setElements);
// On load and entering/exiting a vehicle
["infoDisplayChanged", {
// Selective UI Advanced
// Defaults must be set in this EH to make sure controls are activated and advanced settings can be modified
private _force = [true, false] select (GVAR(allowSelectiveUI));
{
[_x select 0, _x select 1, _x select 2, _force] call FUNC(setAdvancedElement);
} forEach ELEMENTS_ADVANCED;
}] call EFUNC(common,addEventHandler);
// On changing settings
["SettingChanged", {
params ["_name"];
// Selective UI Basic
if (_name in ELEMENTS_BASIC) then {
[false] call FUNC(setElements);
};
// Selective UI Advanced
{
_x params ["_idd", "_elements", "_elementName"];
if (_name == _elementName) then {
[_idd, _elements, _elementName] call FUNC(setAdvancedElement);
TRACE_2("Setting Changed",_name,_elementName);
};
} forEach ELEMENTS_ADVANCED;
}] call EFUNC(common,addEventHandler);
}] call EFUNC(common,addEventHandler);

View File

@ -0,0 +1,9 @@
#include "script_component.hpp"
ADDON = false;
#include "XEH_PREP.hpp"
GVAR(elementsSet) = [];
ADDON = true;

View File

@ -0,0 +1,3 @@
#include "script_component.hpp"
#include "XEH_PREP.hpp"

View File

@ -12,5 +12,9 @@ class CfgPatches {
};
};
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
#include "ACE_Settings.hpp"
#include "RscChat.hpp"
#include "RscVignette.hpp"

View File

@ -0,0 +1,56 @@
/*
* Author: Jonpas
* Initializes the UI module.
*
* Arguments:
* 0: Module Logic <LOGIC>
* 1: Units <ARRAY>
* 2: Activated <BOOL>
*
* Return Value:
* None
*/
#include "script_component.hpp"
if (!isServer) exitWith {};
params ["_logic", "_units", "_activated"];
if (!_activated) exitWith {};
// Basic
if (isArray (missionConfigFile >> "showHUD")) then {
// HUD visibility is hardcoded in mission config and showHUD command is overriden
ACE_LOGINFO("User Interface Module Failed to Initialize Basic settings - showHUD overriden in mission config!");
} else {
[_logic, QGVAR(allowSelectiveUI), "allowSelectiveUI"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(soldierVehicleWeaponInfo), "soldierVehicleWeaponInfo"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleRadar), "vehicleRadar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleCompass), "vehicleCompass"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(commandMenu), "commandMenu"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(groupBar), "groupBar"] call EFUNC(common,readSettingFromModule);
};
// Advanced
[_logic, QGVAR(weaponName), "weaponName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(weaponNameBackground), "weaponNameBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(firingMode), "firingMode"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(ammoType), "ammoType"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(ammoCount), "ammoCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(magCount), "magCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(throwableName), "throwableName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(throwableCount), "throwableCount"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(zeroing), "zeroing"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(weaponLowerInfoBackground), "weaponLowerInfoBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(stance), "stance"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(staminaBar), "staminaBar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleName), "vehicleName"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleNameBackground), "vehicleNameBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleFuelBar), "vehicleFuelBar"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleSpeed), "vehicleSpeed"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleAltitude), "vehicleAltitude"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleDamage), "vehicleDamage"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleInfoBackground), "vehicleInfoBackground"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(vehicleGunnerWeapon), "vehicleGunnerWeapon"] call EFUNC(common,readSettingFromModule);
ACE_LOGINFO_1("User Interface Module Initialized. Allow client modifications: %1",GVAR(allowSelectiveUI));

View File

@ -0,0 +1,53 @@
/*
* Author: Jonpas
* Sets advanced visible element of the UI using displays and controls.
*
* Arguments:
* 0: Element IDD <NUMBER>
* 1: Element IDCs <ARRAY>
* 2: Show/Hide Element OR Element ACE Settings Variable <BOOL/STRING>
* 3: Force change even when disallowed <BOOL> (default: false)
*
* Return Value:
* Successfully Set <BOOL>
*
* Example:
* [303, [188], true, false] call ace_ui_fnc_setAdvancedElement
*
* Public: No
*/
#include "script_component.hpp"
params ["_idd", "_elements", "_show", ["_force", false, [true]] ];
if (_elementInfo in GVAR(elementsSet)) exitWith {};
if (!_force && {!GVAR(allowSelectiveUI)}) exitWith {
[LSTRING(Disallowed), 2] call EFUNC(common,displayTextStructured)
};
// Get show/hide boolean from mission namespace if it's a string
if (typeName _show == "STRING") then {
_show = missionNamespace getVariable _show;
};
_show = [1, 0] select _show;
// Disable/Enable elements
private _success = false;
{
private _idc = _x;
// Loop through IGUI displays as they can be present several times for some reason
{
if (_idd == ctrlIDD _x) then {
TRACE_3("Setting Element Visibility",_show,_idd,_idc);
(_x displayCtrl _idc) ctrlSetFade _show;
(_x displayCtrl _idc) ctrlCommit 0;
_success = true;
};
} forEach (uiNamespace getVariable "IGUI_displays");
} forEach _elements;
_success

View File

@ -0,0 +1,52 @@
/*
* Author: Jonpas
* Setter for toggling advanced element visibility.
*
* Arguments:
* 0: Set/Unset <BOOL> (default: true)
* 1: Element IDD <NUMBER> (default: 0)
* 2: Element IDCs <ARRAY> (default: [])
* 3: Show/Hide Element OR Element ACE Settings Variable <BOOL/STRING> (default: false)
*
* Return Value:
* None
*
* Example:
* [true, 300, [188], false] call ace_ui_fnc_setElementVisibility
*
* Public: Yes
*/
#include "script_component.hpp"
params [
["_set", true, [true]],
["_idd", 0, [0]],
["_elements", [], [[]]],
["_show", false, [true, ""]]
];
private _return = false;
if (_set) then {
if ([_idd, _elements] in GVAR(elementsSet)) exitWith { TRACE_3("Element already set",_idd,_elements,GVAR(elementsSet)); };
TRACE_4("Setting element",_idd,_elements,_show,GVAR(elementsSet));
private _success = [_idd, _elements, _show] call FUNC(setAdvancedElement);
if (_success) then {
GVAR(elementsSet) pushBack [_idd, _elements];
_return = true;
};
} else {
if ([_idd, _elements] in GVAR(elementsSet)) then {
TRACE_4("Setting element",_idd,_elements,_show,GVAR(elementsSet));
[_idd, _elements, _show] call FUNC(setAdvancedElement);
private _index = GVAR(elementsSet) find [_idd, _elements];
GVAR(elementsSet) deleteAt _index;
_return = true;
};
};
TRACE_2("Visibility set",_return,GVAR(elementsSet));
_return

View File

@ -0,0 +1,37 @@
/*
* Author: Jonpas
* Sets basic visible elements of the UI using showHUD setter.
*
* Arguments:
* 0: Force change even when disallowed <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* [false] call ace_ui_fnc_setElements
*
* Public: No
*/
#include "script_component.hpp"
if (isArray (missionConfigFile >> "showHUD")) exitWith {};
params [ ["_force", false, [true]] ];
if (!_force && {!GVAR(allowSelectiveUI)}) exitWith {
[LSTRING(Disallowed), 2] call EFUNC(common,displayTextStructured);
};
private _shownHUD = shownHUD; // [hud, info, radar, compass, direction, menu, group, cursors]
["ui", [
_shownHUD select 0,
GVAR(soldierVehicleWeaponInfo),
GVAR(vehicleRadar),
GVAR(vehicleCompass),
_shownHUD select 4,
GVAR(commandMenu),
GVAR(groupBar),
_shownHUD select 7
]] call EFUNC(common,showHud);

View File

@ -0,0 +1 @@
#include "\z\ace\addons\ui\script_component.hpp"

View File

@ -15,3 +15,81 @@
#endif
#include "\z\ace\addons\main\script_macros.hpp"
// Elements
#define ELEMENTS_BASIC [QGVAR(soldierVehicleWeaponInfo), QGVAR(vehicleRadar), QGVAR(vehicleCompass), QGVAR(commandMenu), QGVAR(groupBar)]
// IDD, IDC, Element (must be string to compare to changed setting name)
#define ELEMENTS_ADVANCED [ \
[300, [118], QGVAR(weaponName)], \
[300, [1001, 1008], QGVAR(weaponNameBackground)], \
[300, [187, 1203], QGVAR(firingMode)], \
[300, [155], QGVAR(ammoType)], \
[300, [184], QGVAR(ammoCount)], \
[300, [185], QGVAR(magCount)], \
[300, [152], QGVAR(throwableName)], \
[300, [151], QGVAR(throwableCount)], \
[300, [1202], QGVAR(weaponLowerInfoBackground)], \
[300, [168], QGVAR(zeroing)], \
[305, [193], QGVAR(staminaBar)], \
[303, [188, 1201], QGVAR(stance)], \
[300, [120], QGVAR(vehicleName)], \
[300, [1000, 1013], QGVAR(vehicleNameBackground)], \
[300, [113, 1202], QGVAR(vehicleFuelBar)], \
[300, [121, 1004, 1006], QGVAR(vehicleSpeed)], \
[300, [122, 1005, 1014], QGVAR(vehicleAltitude)], \
[300, [111], QGVAR(vehicleDamage)], \
[300, [1200], QGVAR(vehicleInfoBackground)], \
[300, [150], QGVAR(vehicleGunnerWeapon)] \
]
/*
RscUnitInfo = 300
--------------------
118 (Weapon Name)
+ 1001 (Weapon Name Background 1/2)
+ 1008 (Weapon Name Background 2/2)
187 (Firing Mode)
+ 1203 (Firing Mode Background)
155 (Ammo Type)
184 (Ammo Count) - disabled in config by ace_reload
185 (Magazine Count)
152 (Grenade/Flare Type)
151 (Grenade/Flare Count)
1202 (Lower Weapon Info Background)
168 (Zeroing)
120 (Vehicle Name)
1000 (Vehicle Name Background 1/2)
+ 1013 (Vehicle Name Background 2/2)
113 (Vehicle Fuel Bar)
+ 1202 (Vehicle Fuel Bar Background)
121 (Vehicle Speed Number)
+ 1004 (Vehicle Speed Unit)
+ 1006 (Vehicle Speed Background)
122 (Vehicle Altitude Number)
+ 1005 (Vehicle Altitude Units)
+ 1014 (Vehicle Altitude Background)
111 (Vehicle Damage)
1200 (Vehicle Info Background)
150 (Vehicle Gunner Weapon)
RscStanceInfo = 303
--------------------
188 (Stance)
+ 1201 (Stance Background)
RscStaminaBar = 305
--------------------
193 (Stamina Bar)
*/

101
addons/ui/stringtable.xml Normal file
View File

@ -0,0 +1,101 @@
<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="UI">
<Key ID="STR_ACE_UI_Category">
<English>User Interface</English>
</Key>
<Key ID="STR_ACE_UI_ModuleName">
<English>User Interface</English>
</Key>
<Key ID="STR_ACE_UI_ModuleDescription">
<English>This module allows toggling visible user interface parts.</English>
</Key>
<Key ID="STR_ACE_UI_AllowSelectiveUI">
<English>Allow Selective UI</English>
</Key>
<Key ID="STR_ACE_UI_AllowSelectiveUI_Description">
<English>Allow client to modify their UI.</English>
</Key>
<Key ID="STR_ACE_UI_SoldierVehicleWeaponInfo">
<English>Soldier/Vehicle/Weapon Information</English>
</Key>
<Key ID="STR_ACE_UI_VehicleRadar">
<English>Vehicle Radar</English>
</Key>
<Key ID="STR_ACE_UI_VehicleCompass">
<English>Vehicle Compass</English>
</Key>
<Key ID="STR_ACE_UI_CommandMenu">
<English>Command Menu</English>
</Key>
<Key ID="STR_ACE_UI_GroupBar">
<English>Group Bar</English>
</Key>
<Key ID="STR_ACE_UI_WeaponName">
<English>Weapon Name</English>
</Key>
<Key ID="STR_ACE_UI_WeaponNameBackground">
<English>Weapon Name Background</English>
</Key>
<Key ID="STR_ACE_UI_FiringMode">
<English>Firing Mode</English>
</Key>
<Key ID="STR_ACE_UI_AmmoType">
<English>Ammo Type</English>
</Key>
<Key ID="STR_ACE_UI_AmmoCount">
<English>Ammo Count</English>
</Key>
<Key ID="STR_ACE_UI_MagCount">
<English>Magazine Count</English>
</Key>
<Key ID="STR_ACE_UI_ThrowableName">
<English>Throwable Type</English>
</Key>
<Key ID="STR_ACE_UI_ThrowableCount">
<English>Throwable Count</English>
</Key>
<Key ID="STR_ACE_UI_Zeroing">
<English>Zeroing</English>
</Key>
<Key ID="STR_ACE_UI_WeaponLowerInfoBackground">
<English>Weapon Lower Info Background</English>
</Key>
<Key ID="STR_ACE_UI_Stance">
<English>Stance</English>
</Key>
<Key ID="STR_ACE_UI_StaminaBar">
<English>Stamina Bar</English>
</Key>
<Key ID="STR_ACE_UI_VehicleName">
<English>Vehicle Name</English>
</Key>
<Key ID="STR_ACE_UI_VehicleNameBackground">
<English>Vehicle Name Background</English>
</Key>
<Key ID="STR_ACE_UI_VehicleFuelBar">
<English>Vehicle Fuel Bar</English>
</Key>
<Key ID="STR_ACE_UI_VehicleSpeed">
<English>Vehicle Speed</English>
</Key>
<Key ID="STR_ACE_UI_VehicleAltitude">
<English>Vehicle Altitude</English>
</Key>
<Key ID="STR_ACE_UI_VehicleDamage">
<English>Vehicle Damage</English>
</Key>
<Key ID="STR_ACE_UI_VehicleInfoBackground">
<English>Vehicle Info Background</English>
</Key>
<Key ID="STR_ACE_UI_VehicleGunnerWeapon">
<English>Vehicle Gunner Weapon</English>
</Key>
<Key ID="STR_ACE_UI_RequiresSoldierVehicleWeaponInfo">
<English>Requires Soldier/Vehicle/Weapons Information.</English>
</Key>
<Key ID="STR_ACE_UI_Disallowed">
<English>Modifying User Interface is disabled.</English>
</Key>
</Package>
</Project>

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.9 KiB