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https://github.com/acemod/ACE3.git
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Interact menu usability improvements:
- Submenu scale as a function of the number of children - Added menu expansion animation to better communicate where the options come from - Unused action point are faded as soon as the user hovers a certain action point
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@ -41,6 +41,7 @@ GVAR(lastPath) = [];
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GVAR(expanded) = false;
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GVAR(startHoverTime) = diag_tickTime;
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GVAR(expandedTime) = diag_tickTime;
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GVAR(iconCtrls) = [];
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GVAR(iconCount) = 0;
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@ -166,6 +166,7 @@ if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
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} else {
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if(!GVAR(expanded) && diag_tickTime-GVAR(startHoverTime) > 0.25) then {
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GVAR(expanded) = true;
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GVAR(expandedTime) = diag_tickTime;
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GVAR(menuDepthPath) = +GVAR(lastPath);
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// Execute the current action if it's run on hover
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@ -21,7 +21,7 @@ EXPLODE_4_PVT(_this,_parentPath,_action,_pos,_angles);
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EXPLODE_3_PVT(_action,_actionData,_activeChildren,_actionObject);
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EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan);
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_menuDepth = (count GVAR(menuDepthPath)) - 1;
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_menuDepth = (count GVAR(menuDepthPath));
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// Store path to action
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_localPath = _actionData select 7;
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@ -44,7 +44,7 @@ _menuInSelectedPath = true;
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_color = "#FFFFFFFF";
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if(!_menuInSelectedPath) then { //_menuDepth > 0 &&
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if (_menuDepth > 0) then {
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_color = format ["#%1FFFFFF", [255 * ((((count _path) - 2)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
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_color = format ["#%1FFFFFF", [255 * ((((count _path) - 1)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
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} else {
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_color = format ["#%1FFFFFF", [255 * 0.75] call EFUNC(common,toHex)];
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};
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@ -57,24 +57,42 @@ GVAR(currentOptions) pushBack [_this, _pos, _path];
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// Exit without rendering children if it isn't
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if !(_menuInSelectedPath) exitWith {true};
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private ["_angleSpan","_angle"];
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private ["_angleSpan","_angle","_angleInterval","_scale"];
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_angleSpan = _maxAngleSpan min (55 * ((count _activeChildren) - 1));
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if (_angleSpan >= 305) then {
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_angleSpan = 360;
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};
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_angleInterval = 55;
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if (_angleSpan < 360) then {
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if (count _activeChildren > 1) then {
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_angleInterval = _angleSpan / (count _activeChildren - 1);
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};
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} else {
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_angleSpan / (count _activeChildren);
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};
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if (count _activeChildren == 1) then {
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_angleInterval = 60;
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};
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// Scale menu based on distance
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_scale = (0.15 max (0.15 * ((positionCameraToWorld [0, 0, 0]) distance _pos))) / GVAR(selfMenuScale);
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// Scale menu based on the amount of children
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_scale = _scale * (((0.8 * (0.46 / sin (0.5 * _angleInterval))) min 1.4) max 0.5);
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// Animate menu scale
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if (_menuInSelectedPath && (_menuDepth == count _path)) then {
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_scale = _scale * (0.3 + 0.7 * (((diag_tickTime - GVAR(expandedTime)) * 8) min 1));
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};
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_angle = _centerAngle - _angleSpan / 2;
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{
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_target = _actionObject;
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_player = ACE_player;
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_mod = (0.15 max (0.15 * ((positionCameraToWorld [0, 0, 0]) distance _pos))) / GVAR(selfMenuScale);
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_offset = ((GVAR(refSystem) select 1) vectorMultiply (-_mod * cos _angle)) vectorAdd
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((GVAR(refSystem) select 2) vectorMultiply (-_mod * sin _angle));
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_offset = ((GVAR(refSystem) select 1) vectorMultiply (-_scale * cos _angle)) vectorAdd
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((GVAR(refSystem) select 2) vectorMultiply (-_scale * sin _angle));
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_newPos = ((_pos call EFUNC(common,positionToASL)) vectorAdd _offset) call EFUNC(common,ASLToPosition);
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//drawLine3D [_pos, _newPos, [1,0,0,0.5]];
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//drawLine3D [_pos, _newPos, [1,0,0,0.8]];
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[_path, _x, _newPos, [_angle, 140]] call FUNC(renderMenu);
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