Refactored interaction key handling while boarded:

- Self-interaction key opens up your own self interaction menu
- Interaction key opens interaction options of the vehicle and passengers
This commit is contained in:
Nicolás Badano 2015-03-24 12:27:27 -03:00
parent 5e79970740
commit a1d6c052ba
9 changed files with 176 additions and 209 deletions

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@ -16,11 +16,11 @@ addMissionEventHandler ["Draw3D", DFUNC(render)];
["ACE3", QGVAR(InteractKey), "Interact Key",
{_this call FUNC(keyDown)},
{_this call FUNC(keyUp)},
{[0] call FUNC(keyDown)},
{[0] call FUNC(keyUp)},
[219, [false, false, false]], false] call cba_fnc_addKeybind; //Left Windows Key
["ACE3", QGVAR(SelfInteractKey), "Self Actions Key",
{_this call FUNC(keyDownSelfAction)},
{_this call FUNC(keyUpSelfAction)},
{[1] call FUNC(keyDown)},
{[1] call FUNC(keyUp)},
[219, [false, true, false]], false] call cba_fnc_addKeybind; //Left Windows Key + Ctrl/Strg

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@ -11,12 +11,11 @@ PREP(createAction);
PREP(findActionNode);
PREP(isSubPath);
PREP(keyDown);
PREP(keyDownSelfAction);
PREP(keyUp);
PREP(keyUpSelfAction);
PREP(removeActionFromClass);
PREP(removeActionFromObject);
PREP(render);
PREP(renderActionPoints);
PREP(renderBaseMenu);
PREP(renderIcon);
PREP(renderMenu);
@ -26,6 +25,7 @@ PREP(splitPath);
GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = false;
GVAR(keyDownTime) = 0;
GVAR(openedMenuType) = -1;
GVAR(lastTime) = diag_tickTime;
GVAR(rotationAngle) = 0;

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@ -1,9 +1,9 @@
/*
* Author: NouberNou
* Handle interaction key down
* Author: NouberNou and esteldunedain
* Handle interactions key down
*
* Argument:
* None
* 0: Type of key: 0 interaction / 1 self interaction <NUMBER>
*
* Return value:
* true <BOOL>
@ -12,17 +12,42 @@
*/
#include "script_component.hpp"
if(!GVAR(keyDown)) then {
while {dialog} do {
closeDialog 0;
};
EXPLODE_1_PVT(_this,_menuType);
// Only interact with others if on foot
if (vehicle ACE_player != ACE_player) exitWith {};
if (GVAR(openedMenuType) == _menuType) exitWith {true};
GVAR(keyDown) = true;
GVAR(keyDownTime) = diag_tickTime;
["interactMenuOpened", [0]] call EFUNC(common,localEvent);
while {dialog} do {
closeDialog 0;
};
if (_menuType == 0) then {
GVAR(keyDown) = true;
GVAR(keyDownSelfAction) = false;
} else {
GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = true;
};
GVAR(keyDownTime) = diag_tickTime;
GVAR(openedMenuType) = _menuType;
GVAR(useCursorMenu) = (vehicle ACE_player != ACE_player) ||
visibleMap ||
(GVAR(AlwaysUseCursorSelfInteraction) && _menuType == 1);
if (GVAR(useCursorMenu)) then {
createDialog QGVAR(cursorMenu);
// The dialog sets:
// uiNamespace getVariable QGVAR(dlgCursorMenu);
// uiNamespace getVariable QGVAR(cursorMenuOpened);
ctrlEnable [91921, true];
((finddisplay 91919) displayctrl 91921) ctrlAddEventHandler ["MouseMoving", {
GVAR(cursorPos) = [_this select 1, _this select 2, 0];
}];
setMousePosition [0.5, 0.5];
};
GVAR(selfMenuOffset) = ((positionCameraToWorld [0, 0, 2]) call EFUNC(common,positionToASL)) vectorDiff
((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL));
["interactMenuOpened", [_menuType]] call EFUNC(common,localEvent);
true

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@ -1,45 +0,0 @@
/*
* Author: NouberNou
* Handle self action key down
*
* Argument:
* None
*
* Return value:
* true <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
if(!GVAR(keyDownSelfAction)) then {
while {dialog} do {
closeDialog 0;
};
GVAR(keyDownSelfAction) = true;
GVAR(keyDown) = false;
GVAR(keyDownTime) = diag_tickTime;
["interactMenuOpened", [1]] call EFUNC(common,localEvent);
GVAR(useCursorMenu) = (vehicle ACE_player != ACE_player) || GVAR(AlwaysUseCursorSelfInteraction) || visibleMap;
if (GVAR(useCursorMenu)) then {
closeDialog 0;
createDialog QGVAR(cursorMenu);
// The dialog sets:
// uiNamespace getVariable QGVAR(dlgCursorMenu);
// uiNamespace getVariable QGVAR(cursorMenuOpened);
ctrlEnable [91921, true];
((finddisplay 91919) displayctrl 91921) ctrlAddEventHandler ["MouseMoving", {
GVAR(cursorPos) = [_this select 1, _this select 2, 0];
}];
setMousePosition [0.5, 0.5];
};
GVAR(selfMenuOffset) = ((positionCameraToWorld [0, 0, 2]) call EFUNC(common,positionToASL)) vectorDiff
((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL));
};
true

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@ -1,9 +1,9 @@
/*
* Author: NouberNou
* Handle interaction key up
* Author: NouberNou and esteldunedain
* Handle interactions key up
*
* Argument:
* None
* 0: Type of key: 0 interaction / 1 self interaction <NUMBER>
*
* Return value:
* true <BOOL>
@ -12,6 +12,9 @@
*/
#include "script_component.hpp"
// Exit if there's no menu opened
if (GVAR(openedMenuType) < 0) exitWith {true};
if(GVAR(actionSelected)) then {
this = GVAR(selectedTarget);
@ -33,12 +36,18 @@ if(GVAR(actionSelected)) then {
};
};
if (GVAR(keyDown)) then {
GVAR(keyDown) = false;
["interactMenuClosed", [0]] call EFUNC(common,localEvent);
GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = false;
GVAR(openedMenuType) = -1;
if (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
closeDialog 0;
};
GVAR(expanded) = false;
GVAR(lastPath) = [];
GVAR(menuDepthPath) = [];
["interactMenuClosed", [GVAR(openedMenuType)]] call EFUNC(common,localEvent);
true

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@ -1,48 +0,0 @@
/*
* Author: NouberNou
* Handle self action key up
*
* Argument:
* None
*
* Return value:
* true <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
if (uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
closeDialog 0;
};
if(GVAR(actionSelected)) then {
this = GVAR(selectedTarget);
private ["_player","_target","_actionData"];
_player = ACE_Player;
_target = GVAR(selectedTarget);
// Clear the conditions caches
["clearConditionCaches", []] call EFUNC(common,localEvent);
// Check the action conditions
_actionData = GVAR(selectedAction) select 0;
if ([_target, _player, _actionData select 6] call (_actionData select 4)) then {
// Call the statement
[_target, _player, _actionData select 6] call (_actionData select 3);
// Clear the conditions caches again if the action was performed
["clearConditionCaches", []] call EFUNC(common,localEvent);
};
};
if (GVAR(keyDownSelfAction)) then {
GVAR(keyDownSelfAction) = false;
["interactMenuClosed", [1]] call EFUNC(common,localEvent);
};
GVAR(expanded) = false;
GVAR(lastPath) = [];
GVAR(menuDepthPath) = [];
true

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@ -19,98 +19,11 @@ _foundTarget = false;
_cursorPos1 = positionCameraToWorld [0, 0, 0];
_cursorPos2 = positionCameraToWorld [0, 0, 2];
GVAR(selfMenuScale) = (((worldToScreen (positionCameraToWorld [1,0,2])) select 0) -
((worldToScreen (positionCameraToWorld [0,0,2])) select 0)) / 0.6;
//systemChat format ["selfMenuScale: %1", GVAR(selfMenuScale)];
GVAR(currentOptions) = [];
private ["_actionsVarName","_classActions","_objectActions","_target","_player","_action","_actionData","_active"];
_player = ACE_player;
if (GVAR(keyDown)) then {
if (GVAR(openedMenuType) >= 0) then {
// Render all available nearby interactions
call FUNC(renderActionPoints);
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
private ["_numInteractObjects","_numInteractions"];
_numInteractObjects = 0;
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15];
{
_target = _x;
_numInteractions = 0;
// Prevent interacting with yourself or your own vehicle
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
if (count (_x select 1) == 0) then {
// Try to render the menu
_action = [_x,[]];
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
};
};
} forEach GVAR(objectActionList);
// Iterate through base level class actions and render them if appropiate
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_action = _x;
// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
};
} forEach _classActions;
// Limit the amount of objects the player can interact with
if (_numInteractions > 0) then {
_numInteractObjects = _numInteractObjects + 1;
};
};
if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
} forEach _nearestObjects;
} else {
if (GVAR(keyDownSelfAction)) then {
// Render only the self action menu
_target = vehicle ACE_player;
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
/*
{
_action = _x;
// Only render them directly if they are base level actions
if (count (_action select 7) == 1) then {
[_target, _action, 0, [180, 360]] call FUNC(renderMenu);
};
} forEach GVAR(objectActionList);
*/
// Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_action = _x;
_pos = if !(visibleMap) then {
(((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition)
} else {
[0.5, 0.5]
};
[_target, _action, _pos] call FUNC(renderBaseMenu);
} forEach _classActions;
};
};
if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
// Draw the red selector only when there's no cursor
if !(uiNamespace getVariable [QGVAR(cursorMenuOpened),false]) then {
[[0.5,0.5], "\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa"] call FUNC(renderSelector);

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@ -0,0 +1,113 @@
/*
* Author: NouberNou and esteldunedain
* Render all action points
*
* Argument:
* None
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
GVAR(currentOptions) = [];
private ["_player","_numInteractObjects","_numInteractions","_actionsVarName","_classActions","_objectActions","_target","_player","_action","_actionData","_active"];
_player = ACE_player;
_fnc_renderNearbyActions = {
// Render all nearby interaction menus
#define MAXINTERACTOBJECTS 3
_numInteractObjects = 0;
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15];
{
_target = _x;
_numInteractions = 0;
// Prevent interacting with yourself or your own vehicle
if (_target != ACE_player && {_target != vehicle ACE_player}) then {
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(actions), []];
{
// Only render them directly if they are base level actions
if (count (_x select 1) == 0) then {
// Try to render the menu
_action = [_x,[]];
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
};
};
} forEach GVAR(objectActionList);
// Iterate through base level class actions and render them if appropiate
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_action = _x;
// Try to render the menu
if ([_target, _action] call FUNC(renderBaseMenu)) then {
_numInteractions = _numInteractions + 1;
};
} forEach _classActions;
// Limit the amount of objects the player can interact with
if (_numInteractions > 0) then {
_numInteractObjects = _numInteractObjects + 1;
};
};
if (_numInteractObjects >= MAXINTERACTOBJECTS) exitWith {};
} forEach _nearestObjects;
};
_fnc_renderSelfActions = {
_target = _this;
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
GVAR(objectActionList) = _target getVariable [QGVAR(selfActions), []];
/*
{
_action = _x;
// Only render them directly if they are base level actions
if (count (_action select 7) == 1) then {
[_target, _action, 0, [180, 360]] call FUNC(renderMenu);
};
} forEach GVAR(objectActionList);
*/
// Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_action = _x;
_pos = if !(visibleMap) then {
(((positionCameraToWorld [0, 0, 0]) call EFUNC(common,positionToASL)) vectorAdd GVAR(selfMenuOffset)) call EFUNC(common,ASLToPosition)
} else {
[0.5, 0.5]
};
[_target, _action, _pos] call FUNC(renderBaseMenu);
} forEach _classActions;
};
// Render nearby actions, unit self actions or vehicle self actions as appropiate
if (GVAR(openedMenuType) == 0) then {
if (vehicle ACE_player == ACE_player) then {
call _fnc_renderNearbyActions;
} else {
(vehicle ACE_player) call _fnc_renderSelfActions;
};
} else {
ACE_player call _fnc_renderSelfActions;
};

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@ -44,7 +44,7 @@ if((count _this) > 2) then {
};
// For non-self actions, exit if the action is too far away
if (GVAR(keyDown) &&
if (GVAR(openedMenuType) == 0 && vehicle ACE_player == ACE_player &&
{(ACE_player modelToWorld (ACE_player selectionPosition "pilot")) distance _pos >= _distance}) exitWith {false};
// Exit if the action is behind you