Common - Add addPlayerEH for adding EHs to ace_player (#10056)

* Common - Add `addPlayerEH` for adding EHs to ace_player

* Update fnc_addPlayerEH.sqf

* convert ui to use new func
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PabstMirror 2024-06-09 18:20:39 -05:00 committed by GitHub
parent 130348d3a5
commit 97bc371f5c
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5 changed files with 63 additions and 34 deletions

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@ -265,6 +265,7 @@ PREP(_handleRequestAllSyncedEvents);
PREP(addActionEventHandler);
PREP(addActionMenuEventHandler);
PREP(addMapMarkerCreatedEventHandler);
PREP(addPlayerEH);
PREP(removeActionEventHandler);
PREP(removeActionMenuEventHandler);

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@ -0,0 +1,61 @@
#include "..\script_component.hpp"
/*
* Author: PabstMirror
* Adds event handler just to ACE_player
*
* Arguments:
* 0: Key <STRING>
* 1: Event Type <STRING>
* 2: Event Code <CODE>
* 3: Ignore Virtual Units (spectators, virtual zeus, uav RC) <BOOL> (default: false)
*
* Return Value:
* None
*
* Example:
* ["example", "FiredNear", {systemChat str _this}] call ace_common_fnc_addPlayerEH
*
* Public: Yes
*/
params [["_key", "", [""]], ["_type", "", [""]], ["_code", {}, [{}]], ["_ignoreVirtual", false, [false]]];
TRACE_3("addPlayerEH",_key,_type,_ignoreVirtual);
if (isNil QGVAR(playerEventsHash)) then { // first-run init
GVAR(playerEventsHash) = createHashMap;
["unit", {
params ["_newPlayer", "_oldPlayer"];
// uav check only applies to direct controlling UAVs from zeus, no effect on normal UAV operation
private _isVirutal = (unitIsUAV _newPlayer) || {getNumber (configOf _newPlayer >> "isPlayableLogic") == 1};
TRACE_4("",_newPlayer,_oldPlayer,_isVirutal,count GVAR(playerEventsHash));
{
_y params ["_type", "_code", "_ignoreVirtual"];
private _oldEH = _oldPlayer getVariable [_x, -1];
if (_oldEH != -1) then {
_oldPlayer removeEventHandler [_type, _oldEH];
_oldPlayer setVariable [_x, nil];
};
_oldEH = _newPlayer getVariable [_x, -1];
if (_oldEH != -1) then { continue }; // if respawned then var and EH already exists
if (_ignoreVirtual && _isVirutal) then { continue };
private _newEH = _newPlayer addEventHandler [_type, _code];
_newPlayer setVariable [_x, _newEH];
} forEach GVAR(playerEventsHash);
}, false] call CBA_fnc_addPlayerEventHandler;
};
_key = format [QGVAR(playerEvents_%1), toLower _key];
if (_key in GVAR(playerEventsHash)) exitWith { ERROR_1("bad key %1",_this); };
GVAR(playerEventsHash) set [_key, [_type, _code, _ignoreVirtual]];
if (isNull ACE_player) exitWith {};
if (_ignoreVirtual && {(unitIsUAV ACE_player) || {getNumber (configOf ACE_player >> "isPlayableLogic") == 1}}) exitWith {};
// Add event now
private _newEH = ACE_player addEventHandler [_type, _code];
ACE_player setVariable [_key, _newEH];

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@ -1,5 +1,4 @@
PREP(compileConfigUI);
PREP(handlePlayerChanged);
PREP(handleSpeedIndicator);
PREP(moduleInit);
PREP(onAnimChanged);

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@ -48,4 +48,4 @@ GVAR(elementsSet) = call CBA_fnc_createNamespace;
}] call CBA_fnc_addEventHandler;
}] call CBA_fnc_addEventHandler;
["unit", LINKFUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler;
[QUOTE(ADDON), "AnimChanged", LINKFUNC(onAnimChanged)] call EFUNC(common,addPlayerEH);

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@ -1,32 +0,0 @@
#include "..\script_component.hpp"
/*
* Author: veteran29
* Handles switching units.
*
* Arguments:
* 0: New Unit <OBJECT>
* 1: Old Unit <OBJECT>
*
* Return Value:
* None
*
* Example:
* [newbob, oldbob] call ace_ui_fnc_handlePlayerChanged
*
* Public: No
*/
params ["_newUnit", "_oldUnit"];
TRACE_2("unit changed",_newUnit,_oldUnit);
if (!isNull _oldUnit) then {
_oldUnit removeEventHandler ["AnimChanged", _oldUnit getVariable [QGVAR(animHandler), -1]];
_oldUnit setVariable [QGVAR(animHandler), nil];
TRACE_1("remove old",_oldUnit getVariable QGVAR(animHandler));
};
// Don't add a new EH if the unit respawned
if (_newUnit getVariable [QGVAR(animHandler), -1] == -1) then {
private _animHandler = _newUnit addEventHandler ["AnimChanged", LINKFUNC(onAnimChanged)];
TRACE_1("add new",_animHandler);
_newUnit setVariable [QGVAR(animHandler), _animHandler];
};