Spectator overhaul (#5171)

- Overhauls the spectator module entirely to share a similar UX to BI's "End Game Spectator" while maintaining some of the extended flexibility of ACE Spectator.
- Simplifies spectator setup by reducing the number of settings. More advanced setup is still possible via the API functions provided.
This commit is contained in:
SilentSpike 2017-08-12 14:25:48 +01:00 committed by GitHub
parent 606e9c088d
commit d3ce75daef
103 changed files with 4083 additions and 2561 deletions

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@ -77,6 +77,7 @@ PREP(getTurretDirection);
PREP(getUavControlPosition);
PREP(getVehicleCargo);
PREP(getVehicleCodriver);
PREP(getVehicleIcon);
PREP(getVersion);
PREP(getWeaponAzimuthAndInclination);
PREP(getWeaponIndex);
@ -99,6 +100,7 @@ PREP(isEngineer);
PREP(isEOD);
PREP(isFeatureCameraActive);
PREP(isInBuilding);
PREP(isMedic);
PREP(isModLoaded);
PREP(isPlayer);
PREP(isUnderwater);

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@ -0,0 +1,50 @@
/*
* Author: AACO
* Function used to get the vehicle icon for provided object (cached for repeat use)
*
* Arguments:
* 0: Object to get icon of <OBJECT/STRING>
*
* Return Value:
* Icon of vehicle <STRING>
*
* Examples:
* ["B_Soldier_F"] call ace_common_fnc_getVehicleIcon;
*
* Public: Yes
*/
#include "script_component.hpp"
#define DEFAULT_TEXTURE "\A3\ui_f\data\Map\VehicleIcons\iconVehicle_ca.paa"
params [["_object", objNull, [objNull, ""]]];
if ((_object isEqualType objNull && {isNull _object}) || {_object isEqualType "" && {_object == ""}}) exitWith { DEFAULT_TEXTURE };
ISNILS(GVAR(vehicleIconCache),call CBA_fnc_createNamespace);
private _objectType = if (_object isEqualType objNull) then {
typeOf _object
} else {
_object
};
private _cachedValue = GVAR(vehicleIconCache) getVariable _objectType;
if (isNil "_cachedValue") then {
private _vehicleValue = getText (configfile >> "CfgVehicles" >> _objectType >> "icon");
private _vehicleIconValue = getText (configfile >> "CfgVehicleIcons" >> _vehicleValue);
if (_vehicleIconValue == "") then {
if (_vehicleValue != "" && {((toLower _vehicleValue) find ".paa") > -1}) then {
_cachedValue = _vehicleValue;
} else {
_cachedValue = DEFAULT_TEXTURE;
};
} else {
_cachedValue = _vehicleIconValue;
};
GVAR(vehicleIconCache) setVariable [_objectType, _cachedValue];
};
_cachedValue

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@ -0,0 +1,23 @@
/*
* Author: SilentSpike
* Check if a unit is a medic
*
* Arguments:
* 0: The Unit <OBJECT>
*
* ReturnValue:
* Unit is medic <BOOL>
*
* Example:
* [player] call ace_common_fnc_isMedic
*
* Public: Yes
*/
#include "script_component.hpp"
params ["_unit"];
private _isMedic = _unit getVariable [QEGVAR(medical,medicClass), getNumber (configFile >> "CfgVehicles" >> typeOf _unit >> "attendant")];
_isMedic > 0

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@ -1,24 +1,16 @@
class ACE_Settings {
class GVAR(filterUnits) {
displayName = CSTRING(units_DisplayName);
description = CSTRING(units_Description);
typeName = "SCALAR";
value = 2;
values[] = {CSTRING(units_none), CSTRING(units_players), CSTRING(units_playable), CSTRING(units_all)};
};
class GVAR(filterSides) {
displayName = CSTRING(sides_DisplayName);
description = CSTRING(sides_Description);
typeName = "SCALAR";
class GVAR(enableAI) {
displayName = CSTRING(ai_DisplayName);
description = CSTRING(ai_Description);
typeName = "BOOL";
value = 0;
values[] = {CSTRING(sides_player), CSTRING(sides_friendly), CSTRING(sides_hostile), CSTRING(sides_all)};
};
class GVAR(restrictModes) {
displayName = CSTRING(modes_DisplayName);
description = CSTRING(modes_Description);
typeName = "SCALAR";
value = 0;
values[] = {CSTRING(modes_all), CSTRING(modes_unit), CSTRING(modes_free), CSTRING(modes_internal), CSTRING(modes_external)};
values[] = {CSTRING(modes_all), CSTRING(modes_unit), "$STR_A3_Spectator_free_camera_tooltip", "$STR_A3_Spectator_1pp_camera_tooltip", "$STR_A3_Spectator_3pp_camera_tooltip"};
};
class GVAR(restrictVisions) {
displayName = CSTRING(visions_DisplayName);
@ -27,4 +19,10 @@ class ACE_Settings {
value = 0;
values[] = {CSTRING(modes_all), CSTRING(visions_nv), CSTRING(visions_ti), "$STR_Special_None"};
};
class GVAR(mapLocations) {
displayName = CSTRING(mapLocations_DisplayName);
description = CSTRING(mapLocations_Description);
typeName = "BOOL";
value = 0;
};
};

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@ -16,3 +16,15 @@ class Extended_PostInit_EventHandlers {
init = QUOTE(call COMPILE_FILE(XEH_postInit));
};
};
class Extended_DisplayLoad_EventHandlers {
class RscRespawnCounter {
ADDON = QUOTE(_this call FUNC(compat_counter));
};
class RscDisplayEGSpectator {
ADDON = QUOTE(_this call FUNC(compat_spectatorBI));
};
class RscDisplayCurator {
ADDON = QUOTE(_this call FUNC(compat_zeus));
};
};

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@ -3,59 +3,17 @@ class CfgVehicles {
class GVAR(moduleSettings): ACE_Module {
scope = 2;
displayName = CSTRING(Settings_DisplayName);
icon = QPATHTOF(UI\Icon_Module_Spectator_ca.paa);
icon = QPATHTOF(data\Icon_Module_Spectator_ca.paa);
category = "ACE";
function = QFUNC(moduleSpectatorSettings);
isGlobal = 1;
author = ECSTRING(common,ACETeam);
class Arguments {
class unitsFilter {
displayName = CSTRING(units_DisplayName);
description = CSTRING(units_Description);
typeName = "NUMBER";
class values {
class none {
name = CSTRING(units_none);
value = 0;
};
class players {
name = CSTRING(units_players);
value = 1;
};
class playable {
name = CSTRING(units_playable);
value = 2;
default = 1;
};
class all {
name = CSTRING(units_all);
value = 3;
};
};
};
class sidesFilter {
displayName = CSTRING(sides_DisplayName);
description = CSTRING(sides_Description);
typeName = "NUMBER";
class values {
class player {
name = CSTRING(sides_player);
value = 0;
default = 1;
};
class friendly {
name = CSTRING(sides_friendly);
value = 1;
};
class hostile {
name = CSTRING(sides_hostile);
value = 2;
};
class all {
name = CSTRING(sides_all);
value = 3;
};
};
class enableAI {
displayName = CSTRING(ai_DisplayName);
description = CSTRING(ai_Description);
typeName = "BOOL";
defaultValue = 0;
};
class cameraModes {
displayName = CSTRING(modes_DisplayName);
@ -72,15 +30,15 @@ class CfgVehicles {
value = 1;
};
class free {
name = CSTRING(modes_free);
name = "$STR_A3_Spectator_free_camera_tooltip";
value = 2;
};
class internal {
name = CSTRING(modes_internal);
name = "$STR_A3_Spectator_1pp_camera_tooltip";
value = 3;
};
class external {
name = CSTRING(modes_external);
name = "$STR_A3_Spectator_3pp_camera_tooltip";
value = 4;
};
};
@ -109,9 +67,28 @@ class CfgVehicles {
};
};
};
class mapLocations {
displayName = CSTRING(mapLocations_DisplayName);
description = CSTRING(mapLocations_Description);
typeName = "BOOL";
defaultValue = 0;
};
};
class ModuleDescription {
description = CSTRING(Settings_Description);
};
};
class VirtualMan_F;
class GVAR(virtual): VirtualMan_F {
author = ECSTRING(common,ACETeam);
displayName = CSTRING(DisplayName);
scope = 2;
scopeArsenal = 0;
scopeCurator = 0;
weapons[] = {};
delete ACE_Actions;
delete ACE_SelfActions;
};
};

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@ -1,255 +0,0 @@
// Temporary fix until BI take care of it
class RscFrame {
x = 0;
y = 0;
w = 0;
h = 0;
};
class RscButtonMenu;
class RscControlsGroupNoScrollbars;
//class RscFrame;
class RscListBox;
class RscMapControl;
class RscPicture;
class RscText;
class RscTree;
class GVAR(interface) {
idd = 12249;
enableSimulation = 1;
movingEnable = 0;
onLoad = QUOTE([ARR_2('onLoad',_this)] call FUNC(handleInterface));
onUnload = QUOTE([ARR_2('onUnload',_this)] call FUNC(handleInterface));
onKeyDown = QUOTE([ARR_2('onKeyDown',_this)] call FUNC(handleInterface));
onKeyUp = QUOTE([ARR_2('onKeyUp',_this)] call FUNC(handleInterface));
class controlsBackground {
class mouseHandler: RscControlsGroupNoScrollbars {
x = safeZoneXAbs;
y = safeZoneY;
w = safeZoneWAbs;
h = safeZoneH;
onMouseButtonDown = QUOTE([ARR_2('onMouseButtonDown',_this)] call FUNC(handleInterface));
onMouseButtonUp = QUOTE([ARR_2('onMouseButtonUp',_this)] call FUNC(handleInterface));
onMouseZChanged = QUOTE([ARR_2('onMouseZChanged',_this)] call FUNC(handleInterface));
onMouseMoving = QUOTE([ARR_2('onMouseMoving',_this)] call FUNC(handleInterface));
onMouseHolding = QUOTE([ARR_2('onMouseMoving',_this)] call FUNC(handleInterface));
};
};
class controls {
class compass: RscControlsGroupNoScrollbars {
idc = IDC_COMP;
x = COMPASS_X;
y = safeZoneY;
w = COMPASS_W;
h = TOOL_H;
class controls {
class compassBack: RscText {
x = 0;
y = 0;
w = COMPASS_W;
h = TOOL_H;
colorBackground[] = {COL_BACK};
};
class compass0_90: RscPicture {
idc = IDC_COMP_0;
x = COMPASS_W * 0.5;
y = 0;
w = COMPASS_W * 0.5;
h = TOOL_H;
text = "A3\UI_F_Curator\Data\CfgIngameUI\compass\texture180_ca.paa";
};
class compass90_180: compass0_90 {
idc = IDC_COMP_90;
x = COMPASS_W;
text = "A3\UI_F_Curator\Data\CfgIngameUI\compass\texture270_ca.paa";
};
class compass180_270: compass0_90 {
idc = IDC_COMP_180;
x = 0;
text = "A3\UI_F_Curator\Data\CfgIngameUI\compass\texture0_ca.paa";
};
class compass270_0: compass0_90 {
idc = IDC_COMP_270;
x = COMPASS_W * -0.5;
text = "A3\UI_F_Curator\Data\CfgIngameUI\compass\texture90_ca.paa";
};
class compassCaret: RscFrame {
x = COMPASS_W * 0.5;
y = 0;
w = 0;
h = TOOL_H;
colorText[] = {COL_FORE};
};
class compassFrame: compassBack {
style = 64;
shadow=2;
colorText[] = {COL_FORE};
};
};
};
class toolbar: RscControlsGroupNoScrollbars {
idc = IDC_TOOL;
x = safeZoneX;
y = safeZoneY + safeZoneH - TOOL_H;
w = safeZoneW;
h = TOOL_H;
class controls {
class nameTool: RscText {
idc = IDC_TOOL_NAME;
style = 2;
x = 0;
y = 0;
w = TOOL_W * 2;
h = TOOL_H;
shadow = 2;
colorText[]={COL_FORE};
colorBackground[] = {COL_BACK};
sizeEx = H_PART(1);
};
class nameFrame: nameTool {
idc = -1;
style = 64;
};
class viewTool: nameTool {
idc = IDC_TOOL_VIEW;
x = TOOL_W * 2 + MARGIN;
w = TOOL_W;
};
class viewFrame: viewTool {
idc = -1;
style = 64;
};
class visionTool: viewTool {
idc = IDC_TOOL_VISION;
x = TOOL_W * 3 + MARGIN * 2;
};
class visionFrame: visionTool {
idc = -1;
style = 64;
};
class clockTool: viewTool {
idc = IDC_TOOL_CLOCK;
x = safeZoneW - TOOL_W * 3 - MARGIN * 2;
};
class clockFrame: clockTool {
idc = -1;
style = 64;
};
class zoomTool: viewTool {
idc = IDC_TOOL_FOV;
x = safeZoneW - TOOL_W * 2 - MARGIN;
};
class zoomFrame: zoomTool {
idc = -1;
style = 64;
};
class speedTool: viewTool {
idc = IDC_TOOL_SPEED;
x = safeZoneW - TOOL_W;
};
class speedFrame: speedTool {
idc = -1;
style = 64;
};
};
};
class unitWindow: RscControlsGroupNoScrollbars {
idc = IDC_UNIT;
x = safeZoneX;
y = safeZoneY + TOOL_H * 6;
w = TOOL_W * 2;
h = safeZoneH - TOOL_H * 13;
class controls {
class unitTitle: RscText {
x = 0;
y = 0;
w = TOOL_W * 2;
h = H_PART(1);
style = 2;
colorText[] = {COL_FORE};
colorBackground[] = {COL_FORE_D};
sizeEx = H_PART(1);
text = CSTRING(UnitTitle);
};
class unitTree: RscTree {
idc = IDC_UNIT_TREE;
x = 0;
y = H_PART(1);
w = TOOL_W * 2;
h = safeZoneH - TOOL_H * 14;
sizeEx = H_PART(0.8);
colorText[] = {COL_FORE};
colorBorder[] = {0,0,0,0};
colorBackground[] = {COL_BACK};
colorSelect[] = {
"profilenamespace getVariable ['GUI_BCG_RGB_R',0.77]",
"profilenamespace getVariable ['GUI_BCG_RGB_G',0.51]",
"profilenamespace getVariable ['GUI_BCG_RGB_B',0.08]",
1
};
multiselectEnabled = 0;
disableKeyboardSearch = 1;
onTreeDblClick = QUOTE([ARR_2('onTreeDblClick',_this)] call FUNC(handleInterface));
};
class unitFrame: RscFrame {
x = 0;
y = 0;
w = TOOL_W * 2;
h = safeZoneH - TOOL_H * 13;
shadow = 2;
colorText[] = {COL_FORE};
};
};
};
class helpWindow: RscControlsGroupNoScrollbars {
idc = IDC_HELP;
x = safeZoneX + safeZoneW - TOOL_W * 2;
y = safeZoneY + TOOL_H * 6;
w = TOOL_W * 2;
h = safeZoneH - TOOL_H * 13;
class controls {
class helpTitle: RscText {
x = 0;
y = 0;
w = TOOL_W * 2;
h = H_PART(1);
style = 2;
colorText[] = {COL_FORE};
colorBackground[] = {COL_FORE_D};
sizeEx = H_PART(1);
text = CSTRING(HelpTitle);
};
class helpContent: RscListBox {
idc = IDC_HELP_LIST;
x = 0;
y = H_PART(1);
w = TOOL_W * 2;
h = safeZoneH - TOOL_H * 14;
colorBackground[] = {COL_BACK};
sizeEx = H_PART(0.8);
default = 1;
};
class helpFrame: RscFrame {
x = 0;
y = 0;
w = TOOL_W * 2;
h = safeZoneH - TOOL_H * 13;
shadow = 2;
colorText[] = {COL_FORE};
};
};
};
class mapOverlay: RscMapControl {
idc = IDC_MAP;
type = 100;
x = safeZoneX;
y = safeZoneY;
w = safeZoneW;
h = safeZoneH;
onMouseButtonDown = QUOTE([ARR_2('onMapClick',_this)] call FUNC(handleInterface));
onDraw = QUOTE(_this call FUNC(handleMap));
};
};
};

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@ -1,23 +1,67 @@
// Camera functions
PREP(cam);
PREP(cam_prepareTarget);
PREP(cam_resetTarget);
PREP(cam_setCameraMode);
PREP(cam_setTarget);
PREP(cam_setVisionMode);
PREP(cam_tick);
PREP(cam_toggleSlow);
PREP(cacheUnitInfo);
PREP(cycleCamera);
PREP(handleCamera);
PREP(handleCompass);
PREP(handleIcons);
PREP(handleInterface);
PREP(handleMap);
PREP(handleMouse);
PREP(handleToolbar);
PREP(handleUnits);
PREP(interrupt);
// UI functions
PREP(ui);
PREP(ui_draw3D);
PREP(ui_fadeList);
PREP(ui_getTreeDataIndex);
PREP(ui_handleChildDestroyed);
PREP(ui_handleKeyDown);
PREP(ui_handleKeyUp);
PREP(ui_handleListClick);
PREP(ui_handleMapClick);
PREP(ui_handleMapDraw);
PREP(ui_handleMouseButtonDblClick);
PREP(ui_handleMouseButtonDown);
PREP(ui_handleMouseMoving);
PREP(ui_handleMouseZChanged);
PREP(ui_handleTabSelected);
PREP(ui_toggleMap);
PREP(ui_toggleUI);
PREP(ui_updateCamButtons);
PREP(ui_updateHelp);
PREP(ui_updateIconsToDraw);
PREP(ui_updateListEntities);
PREP(ui_updateListFocus);
PREP(ui_updateListLocations);
PREP(ui_updateWidget);
// Utility functions
PREP(compat_counter);
PREP(compat_spectatorBI);
PREP(compat_zeus);
PREP(getGroupIcon);
PREP(getTargetEntities);
PREP(handleFired);
PREP(moduleSpectatorSettings);
PREP(respawnTemplate);
PREP(setFocus);
PREP(stageSpectator);
PREP(switchFocus);
// Public functions
PREP(addLocation);
PREP(getCameraAttributes);
PREP(players);
PREP(removeLocation);
PREP(setCameraAttributes);
PREP(setSpectator);
PREP(stageSpectator);
PREP(transitionCamera);
PREP(toggleInterface);
PREP(updateCameraModes);
PREP(updateSpectatableSides);
PREP(updateSides);
PREP(updateUnits);
PREP(updateVisionModes);
// Deprecated (temp)
PREP(interrupt);
DFUNC(updateSpectatableSides) = {
ACE_DEPRECATED(QFUNC(updateSpectatableSides),"3.12.0",QFUNC(updateSides));
_this call FUNC(updateSides);
};

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@ -1,31 +1,51 @@
#include "script_component.hpp"
//#include "initKeybinds.sqf";
// Add interaction menu exception
["isNotSpectating", {!(GETVAR((_this select 0),GVAR(isStaged),false))}] call EFUNC(common,addCanInteractWithCondition);
["ace_settingsInitialized", {
GVAR(availableModes) = [[0,1,2], [1,2], [0], [1], [2]] select GVAR(restrictModes);
GVAR(availableVisions) = [[-2,-1,0,1], [-2,-1], [-2,0,1], [-2]] select GVAR(restrictVisions);
}] call CBA_fnc_addEventHandler;
// Create a radio channel for any spectators to text chat in
if (isServer) then {
GVAR(channel) = radioChannelCreate [[0.729,0.149,0.098,1],"Spectator","Spectator (%UNIT_NAME)",[]];
publicVariable QGVAR(channel);
};
// Should prevent unending spectator on mission end
if (isServer) then {
addMissionEventHandler ["Ended", {
[QGVAR(endMission), []] call CBA_fnc_globalEvent;
}];
};
[QGVAR(endMission), {
if (GVAR(isSet)) then {
[false] call FUNC(setSpectator);
if (GVAR(mapLocations)) then {
private _worldWidth = worldSize / 2;
{
[locationPosition _x, [text _x] call CBA_fnc_capitalize] call FUNC(addLocation);
} forEach nearestLocations [
[_worldWidth, _worldWidth],
["NameVillage", "NameCity", "NameCityCapital", "NameLocal", "NameMarine"],
_worldWidth * sqrt 2
];
};
}] call CBA_fnc_addEventHandler;
if (isServer) then {
// Create a radio channel for any spectators to text chat in
GVAR(channel) = radioChannelCreate [[0.729,0.149,0.098,1],"Spectator","Spectator (%UNIT_NAME)",[]];
publicVariable QGVAR(channel);
// Used by the template to transfer zeus to virtual unit
// Commands must be ran on server
[QGVAR(transferZeus),{
unassignCurator (_this select 1);
// Can only re-assign when ready
[
{isNull getAssignedCuratorUnit (_this select 0)},
{(_this select 0) assignCurator (_this select 1)},
_this
] call CBA_fnc_waitUntilAndExecute;
}] call CBA_fnc_addEventHandler;
};
[QGVAR(stageSpectator), FUNC(stageSpectator)] call CBA_fnc_addEventHandler;
// Delay until local player (must not be ACE_Player) is fully initalized
[
{ !isNil { player } && { !isNull player } },
{
// Initalise virtual spectator players (must not be ACE_Player)
[QGVAR(virtual),"initpost",{
if !(GVAR(isSet)) then {
if (player == (_this select 0)) then { [true] call FUNC(setSpectator) };
};
},false,[],true] call CBA_fnc_addClassEventHandler;
},[]
] call CBA_fnc_waitUntilAndExecute;

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@ -6,39 +6,17 @@ PREP_RECOMPILE_START;
#include "XEH_PREP.hpp"
PREP_RECOMPILE_END;
// Reset the stored display
SETUVAR(GVAR(interface),displayNull);
// Permanent variables
GVAR(availableModes) = [0,1,2];
// Used by public functions
GVAR(availableModes) = [MODE_FREE, MODE_FPS, MODE_FOLLOW];
GVAR(availableSides) = [west,east,resistance,civilian];
GVAR(availableVisions) = [-2,-1,0,1];
GVAR(camAgent) = objNull;
GVAR(camDistance) = 10;
GVAR(camMode) = 0;
GVAR(camPan) = 0;
GVAR(camPos) = ATLtoASL [worldSize * 0.5, worldSize * 0.5, 20];
GVAR(camSpeed) = 1.5;
GVAR(camTilt) = -10;
GVAR(camUnit) = objNull;
GVAR(camVision) = -2;
GVAR(camZoom) = 1.25;
GVAR(availableVisions) = [VISION_NORM,VISION_NVG,0,1];
GVAR(interrupts) = [];
GVAR(isSet) = false;
GVAR(showComp) = true;
GVAR(showHelp) = true;
GVAR(showIcons) = true;
GVAR(showInterface) = true;
GVAR(showMap) = false;
GVAR(showTool) = true;
GVAR(showUnit) = true;
GVAR(unitList) = [];
GVAR(locationCount) = 0;
GVAR(locationsList) = [];
GVAR(unitBlacklist) = [];
GVAR(unitWhitelist) = [];
GVAR(groupList) = [];
// Tracks whether spectator is active
GVAR(isSet) = false;
ADDON = true;

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@ -17,13 +17,13 @@ class CfgPatches {
#include "ACE_Settings.hpp"
#include "CfgEventHandlers.hpp"
#include "CfgVehicles.hpp"
#include "ui\interface.hpp"
#include "ui.hpp"
class CfgRespawnTemplates {
class ADDON {
displayName = CSTRING(DisplayName);
onPlayerKilled = QFUNC(respawnTemplate);
onPlayerRespawn = QFUNC(respawnTemplate);
respawnTypes[] = {2,3};
respawnTypes[] = {1,2,3,4,5};
};
};

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@ -0,0 +1,73 @@
/*
* Author: Nelson Duarte, SilentSpike
* Add a location that can be seen in spectator view. Local effect.
*
* Arguments:
* 0: Position <ARRAY or OBJECT>
* 1: Display Name <STRING> (Default: "")
* 2: Description <STRING> (Default: "")
* 3: Texture <STRING> (Default: "")
* 4: Camera Offset Vector <Array> (Default: [0,0,0])
*
* Notes:
* - Position array is of form ATL
* - Position objects will remove location upon objNull
* - If an empty name is supplied, a descriptive name will be used
* - Camera offset is used when teleporting to location, default is treated as random
*
* Return Value:
* Unique ID (used to remove a location) <STRING>
*
* Example:
* [[2000, 3202, 0], "Objective Alpha"] call ace_spectator_fnc_addLocation
*
* Public: Yes
*/
#include "script_component.hpp"
params [
["_pos",[],[[],objNull],3],
["_name","",[""]],
["_description","",[""]],
["_texture","",[""]],
["_offset",[0,0,0],[[]],3]
];
private _id = "";
if (_pos isEqualTo []) then {
WARNING("Invalid position supplied");
} else {
// Get a unique ID
INC(GVAR(locationCount));
_id = [QGVAR(id),GVAR(locationCount)] joinString "";
// Must have a name to display in the list
if (_name == "") then {
if (_pos isEqualType objNull) then {
_name = [_pos] call EFUNC(common,getName);
} else {
_name = _pos call BIS_fnc_locationDescription;
};
};
// AGL is used for rendering purposes, but it makes sense for public function to take ATL
if (_pos isEqualType []) then {
_pos = ASLtoAGL ATLtoASL _pos;
};
// When no texture, just use a transparent procedural
if (_texture == "") then { _texture = "#(rgb,8,8,3)color(0,0,0,0)"; };
GVAR(locationsList) pushBack [_id, _name, _description, _texture, _pos, _offset];
// Update the list if appropriate
if !(isNull SPEC_DISPLAY) then {
if (GVAR(uiListType) == LIST_LOCATIONS) then {
[] call FUNC(ui_updateListLocations);
};
};
};
_id

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@ -1,38 +0,0 @@
/*
* Author: SilentSpike
* Caches the units information for quick retrevial in spectator interface PFHs
*
* Arguments:
* 0: Unit to have info cached for <OBJECT>
*
* Return Value:
* None <NIL>
*
* Example:
* [vehicle player] call ace_spectator_fnc_cacheUnitInfo
*
* Public: No
*/
#include "script_component.hpp"
params ["_unit"];
private ["_color","_icon","_name"];
// Group info only needs to be cached once (groups can't change)
if (isNil { GETVAR((group _unit),GVAR(gColor),nil) }) then {
_color = [side group _unit] call BIS_fnc_sideColor;
SETVAR((group _unit),GVAR(gColor),_color);
};
// Unit info should be updated each time
_icon = getText (configFile >> "CfgVehicles" >> typeOf _unit >> "Icon");
_name = [_unit,false] call EFUNC(common,getName);
// Handle CfgVehicleIcons
if (isText (configFile >> "CfgVehicleIcons" >> _icon)) then {
_icon = getText (configFile >> "CfgVehicleIcons" >> _icon);
};
SETVAR(_unit,GVAR(uIcon),_icon);
SETVAR(_unit,GVAR(uName),_name);

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/*
* Author: Nelson Duarte, SilentSpike
* Handles camera initialisation and destruction
*
* Arguments:
* 0: Init/Terminate <BOOL>
*
* Return Value:
* None
*
* Example:
* [true] call ace_spectator_fnc_cam
*
* Public: No
*/
#include "script_component.hpp"
params ["_init"];
// No change
if (_init isEqualTo !isNil QGVAR(camera)) exitWith {};
// Note that init and destroy intentionally happen in reverse order
// Init: Vars > Camera > Camera Stuff
// Destroy: Camera Stuff > Camera > Vars
if (_init) then {
// Start tracking camera attributes if not pre-set by public function
ISNILS(GVAR(camMode),MODE_FREE);
ISNILS(GVAR(camVision),VISION_NORM);
ISNILS(GVAR(camTarget),objNull);
ISNILS(GVAR(camOnLocation),false);
// Ticking related
GVAR(camDeltaTime) = 0;
GVAR(camLastTickTime) = 0;
GVAR(camHasTarget) = false;
GVAR(camTargetInVehicle) = false;
// Follow camera related
GVAR(camDistance) = 0;
GVAR(camDistanceTemp) = 0;
GVAR(camYaw) = 0;
GVAR(camPitch) = 0;
// Toggles
GVAR(camSlow) = false;
GVAR(camLights) = [];
GVAR(camLight) = false;
// Handle pre-set pos and dir (delete GVARs when done)
private _pos = if (isNil QGVAR(camPos)) then {eyePos player} else {GVAR(camPos)};
private _dir = if (isNil QGVAR(camDir)) then {getDirVisual player} else {GVAR(camDir)};
GVAR(camPos) = nil;
GVAR(camDir) = nil;
// Create the camera (CamCurator required for engine driven controls)
private _camera = "CamCurator" camCreate _pos;
if (isNull _camera) exitWith { ERROR("Camera wasn't created successfully"); };
// Switch to the camera and set its attributes
_camera cameraEffect ["internal", "back"];
_camera setPosASL _pos;
_camera setDir _dir;
_camera camCommand "maxPitch 89";
_camera camCommand "minPitch -89";
_camera camCommand format ["speedDefault %1", SPEED_DEFAULT];
_camera camCommand format ["speedMax %1", SPEED_FAST];
_camera camCommand "ceilingHeight 5000";
cameraEffectEnableHUD true;
// If camera followed terrain it would be annoying to track units, etc.
_camera camCommand "atl off";
// Camera speed should be consistent irrespective of height (painfully slow otherwise)
_camera camCommand "surfaceSpeed off";
// Store camera
GVAR(camera) = _camera;
// Create dummy target used for follow camera
GVAR(camDummy) = "Logic" createVehicleLocal getPosASLVisual GVAR(camTarget);
// Handle initial camera mode limitation
if !(GVAR(camMode) in GVAR(availableModes)) then {
GVAR(camMode) = GVAR(availableModes) select 0;
};
// If inital camera mode is not free cam and no focus, find initial focus
if (GVAR(camMode) != MODE_FREE && isNull GVAR(camTarget)) then {
[true] call FUNC(setFocus);
};
// Set the initial camera mode (could be pre-set or limited)
[GVAR(camMode)] call FUNC(cam_setCameraMode);
// Handle initial vision mode limitation
if !(GVAR(camVision) in GVAR(availableVisions)) then {
GVAR(camVision) = GVAR(availableVisions) select 0;
};
// Set the initial vision mode (could be pre-set or limited)
[GVAR(camVision)] call FUNC(cam_setVisionMode);
// Start ticking (follow camera requires EachFrame to avoid jitter)
GVAR(camTick) = addMissionEventHandler ["EachFrame", {call FUNC(cam_tick)}];
} else {
// Stop ticking
removeMissionEventHandler ["EachFrame", GVAR(camTick)];
GVAR(camTick) = nil;
// Return to player view
if !(isNull GVAR(camera)) then {
GVAR(camera) cameraEffect ["terminate", "back"];
deleteVehicle GVAR(camera);
};
player switchCamera "internal";
// Remove camera variable
GVAR(camera) = nil;
// Destroy dummy target
deleteVehicle (GVAR(camDummy));
GVAR(camDummy) = nil;
// Stop tracking everything
GVAR(camMode) = nil;
GVAR(camVision) = nil;
GVAR(camTarget) = nil;
GVAR(camOnLocation) = nil;
GVAR(camDeltaTime) = nil;
GVAR(camLastTickTime) = nil;
GVAR(camHasTarget) = nil;
GVAR(camTargetInVehicle) = nil;
GVAR(camDistance) = nil;
GVAR(camDistanceTemp) = nil;
GVAR(camYaw) = nil;
GVAR(camPitch) = nil;
GVAR(camSlow) = nil;
GVAR(camLights) = nil;
GVAR(camLight) = nil;
};

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/*
* Author: Nelson Duarte, SilentSpike
* Moves the spectator camera to a position relative to the camera focus.
* Used for 3PP camera and teleporting, etc.
*
* Arguments:
* 0: New Target <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_spectator_fnc_cam_prepareTarget
*
* Public: No
*/
#include "script_component.hpp"
private _focus = vehicle (param [0, objNull, [objNull]]);
if !(isNull _focus) then {
// Interpolate zoom
private _zoom = [0, GVAR(camDistance)] select (GVAR(camMode) == MODE_FOLLOW);
private _zoomTemp = GVAR(camDistanceTemp);
if (_zoomTemp != _zoom) then {
_zoomTemp = [_zoomTemp, _zoom, 10, GVAR(camDeltaTime)] call BIS_fnc_lerp;
GVAR(camDistanceTemp) = _zoomTemp;
};
// The distance at which to place camera from the focus pivot
private _bbd = [_focus] call BIS_fnc_getObjectBBD;
private _distance = (_bbd select 1) + _zoomTemp;
// The pivot on the target vehicle
private _isMan = _focus isKindOf "Man";
private _height = if !(_isMan) then { (_bbd select 2) / 3 } else { switch (stance _focus) do { case "STAND": {1.4}; case "CROUCH": {0.8}; default {0.4}; }; };
private _center = if (_isMan) then { AGLToASL (_focus modelToWorldVisual (_focus selectionPosition "Spine3")) } else { AGLToASL (_focus modelToWorldVisual [0,0,_height]) };
// Set dummy location and rotation
private _dummy = GVAR(camDummy);
_dummy setPosASL _center;
[_dummy, [GVAR(camYaw), GVAR(camPitch), 0]] call BIS_fnc_setObjectRotation;
// Apply location and rotation to camera
GVAR(camera) setPosASL (AGLToASL (_dummy modelToWorldVisual [0, -_distance, 0]));
GVAR(camera) setVectorDirAndUp [vectorDirVisual _dummy, vectorUpVisual _dummy];
};

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/*
* Author: Nelson Duarte, SilentSpike
* Removes the current camera interest and detaches dummy target.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_cam_resetTarget
*
* Public: No
*/
#include "script_component.hpp"
private _camera = GVAR(camera);
private _dummy = GVAR(camDummy);
if !(isNull _camera || isNull _dummy) then {
_camera camPrepareTarget objNull;
_camera camCommitPrepared 0;
detach _dummy;
GVAR(camHasTarget) = false;
};

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to select the camera mode
*
* Intended to run even if new mode == old mode, as it handles focus
*
* Arguments:
* 0: New camera mode <NUMBER>
*
* Return Value:
* None
*
* Example:
* [1] call ace_spectator_fnc_cam_setCameraMode
*
* Public: No
*/
#include "script_component.hpp"
params ["_newMode"];
private _oldMode = GVAR(camMode);
private _modes = GVAR(availableModes);
private _focus = GVAR(camTarget);
// If new mode isn't available then keep current (unless current also isn't)
if !(_newMode in _modes) then {
_newMode = _modes select ((_modes find _oldMode) max 0);
};
// Can't switch camera from free mode when focus is a location
if (!(isNull _focus || GVAR(camOnLocation)) || _newMode == MODE_FREE) then {
private _camera = GVAR(camera);
private _showHUD = [true,true,true,true,true,true,true,true];
if (_newMode == MODE_FPS) then {
_camera cameraEffect ["Terminate", "BACK"];
_focus switchCamera "INTERNAL";
// Reset vision mode
[VISION_NORM] call FUNC(cam_setVisionMode);
[] call FUNC(cam_resetTarget);
// Disable camera input
_camera camCommand "manual off";
// Hide all unit/group information in first person view
_showHUD = [true,false,false,false,false,false,false,true];
};
if (_newMode == MODE_FOLLOW) then {
_camera cameraEffect ["Internal", "BACK"];
_focus switchCamera "EXTERNAL";
[] call FUNC(cam_resetTarget);
// Disable camera input
_camera camCommand "manual off";
};
if (_newMode == MODE_FREE) then {
_camera cameraEffect ["Internal", "BACK"];
player switchCamera "INTERNAL";
_camera setDir getDirVisual _camera;
if (!isNull _focus) then {
if (_oldMode == MODE_FPS) then {
[_focus] call FUNC(cam_prepareTarget);
};
[_focus] call FUNC(cam_setTarget);
};
// Enable camera input
_camera camCommand "manual on";
};
// Update the HUD
cameraEffectEnableHUD true;
showHUD _showHUD;
GVAR(camMode) = _newMode;
// Only update display if it exists, this function is independent of it
if !(isNull SPEC_DISPLAY) then {
[] call FUNC(ui_updateCamButtons);
[] call FUNC(ui_updateHelp);
};
};

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/*
* Author: Nelson Duarte, SilentSpike
* Sets the current camera interest using dummy target.
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [player] call ace_spectator_fnc_cam_setTarget
*
* Public: No
*/
#include "script_component.hpp"
#define CAMERA_TARGET_CHANGE_TIME 0.5
params ["_object"];
private _camera = GVAR(camera);
private _dummy = GVAR(camDummy);
private _location = _object worldToModel (_object modelToWorldVisual (_object selectionPosition "Head"));
if (!isNull _camera && !isNull _dummy) then {
_dummy attachTo [vehicle _object, _location];
_camera camPrepareTarget _dummy;
_camera camCommitPrepared CAMERA_TARGET_CHANGE_TIME;
GVAR(camhasTarget) = true;
};

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/*
* Author: SilentSpike
* Function used to select the camera vision mode
*
* Arguments:
* 0: New vision mode <NUMBER>
*
* Return Value:
* None
*
* Example:
* [-1] call ace_spectator_fnc_cam_setVisionMode
*
* Public: No
*/
#include "script_component.hpp"
params ["_newVision"];
private _oldVision = GVAR(camVision);
private _visions = GVAR(availableVisions);
// If new vision isn't available then keep current (unless current also isn't)
if !(_newVision in _visions) then {
_newVision = _visions select ((_visions find _oldVision) max 0);
};
// Vision mode does not apply to fps view
if (GVAR(camMode) != MODE_FPS) then {
// 0+ are all thermal vision types
if (_newVision < 0) then {
false setCamUseTi 0;
camUseNVG (_newVision >= VISION_NVG);
} else {
true setCamUseTi _newVision;
};
// Give user feedback that vision mode changed
if (_newVision != _oldVision) then {
playSound "RscDisplayCurator_visionMode";
GVAR(camVision) = _newVision;
};
};

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to perform camera ticks
*
* Updates camera position in follow mode
* Updates camera focus if current focus becomes null (in unit modes)
* Updates camera when focus enters/exits a vehicle
* Updates camera lights position
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* addMissionEventHandler ["EachFrame", {call ace_spectator_fnc_cam_tick}]
*
* Public: No
*/
#include "script_component.hpp"
BEGIN_COUNTER(camTick);
private _cameraMode = GVAR(camMode);
private _camTarget = GVAR(camTarget);
// UI mouse handler makes use of delta time between camera ticks
private _currentTime = diag_tickTime;
GVAR(camDeltaTime) = _currentTime - GVAR(camLastTickTime);
GVAR(camLastTickTime) = _currentTime;
// If no focus in unit camera modes try to find a new one
if (_cameraMode != MODE_FREE) then {
private _focus = if (isNull _camTarget) then {
private _testFocus = ([] call FUNC(getTargetEntities)) select 0;
if (isNil "_testFocus") then {
objNull
} else {
_testFocus
}
} else {
_camTarget
};
// If new focus was found then switch to it
if (!isNull _focus && {_focus != _camTarget}) then {
[_focus] call FUNC(setFocus);
};
// Update the follow camera position
if (!isNull _focus && {_cameraMode == MODE_FOLLOW}) then {
[_focus] call FUNC(cam_prepareTarget);
};
};
// Refresh the local variable
_camTarget = GVAR(camTarget);
// Focus get in / out of vehicle state
if !(isNull _camTarget) then {
private _targetInVeh = GVAR(camTargetInVehicle);
if (GVAR(camHasTarget)) then {
if (!_targetInVeh && { vehicle _camTarget != _camTarget }) then {
[_camTarget] call FUNC(cam_setTarget);
GVAR(camTargetInVehicle) = true;
};
if (_targetInVeh && { vehicle _camTarget == _camTarget }) then {
[_camTarget] call FUNC(cam_setTarget);
GVAR(camTargetInVehicle) = false;
};
};
} else {
GVAR(camTargetInVehicle) = false;
};
// Camera lights
if (count GVAR(camLights) > 1) then {
(GVAR(camLights) select 1) setPosASL (AGLToASL (screenToWorld getMousePosition));
};
END_COUNTER(camTick);

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/*
* Author: Nelson Duarte, SilentSpike
* Function used to set camera slow speed mode
*
* Arguments:
* 0: Enable slow speed <BOOL>
*
* Return Value:
* None
*
* Example:
* [true] call ace_spectator_fnc_cam_toggleSlow
*
* Public: No
*/
#include "script_component.hpp"
params ["_slowSpeed"];
if !(GVAR(camSlow) isEqualTo _slowSpeed) then {
private _camera = GVAR(camera);
if (GVAR(camMode) == MODE_FREE) then {
GVAR(camSlow) = _slowSpeed;
if (_slowSpeed) then {
_camera camCommand format ["speedDefault %1", SPEED_SLOW];
} else {
_camera camCommand format ["speedDefault %1", SPEED_DEFAULT];
};
} else {
_camera camCommand format ["speedDefault %1", SPEED_DEFAULT];
GVAR(camSlow) = false;
};
};

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/*
* Author: SilentSpike
* Handles integrating the counter respawn template into the spectator UI
*
* Should be called from both RscRespawnCounter XEH and spectator init to account for arbitrary order
*
* Arguments:
* 0: RscRespawnCounter <DISPLAY>
*
* Return Value:
* None
*
* Example:
* [GETUVAR(RscRespawnCounter,displayNull)] call ace_spectator_fnc_compat_counter
*
* Public: No
*/
#include "script_component.hpp"
#define IDC_COUNTER_TITLE 1001
#define IDC_COUNTER_BACK 1002
#define IDC_COUNTER_TEXT 1003
params ["_display"];
if (isNull _display) exitWith {};
{
private _ctrl = _display displayCtrl _x;
(ctrlPosition _ctrl) params ["_xOld","","_w","_h"];
// Center controls at top middle of screen
_ctrl ctrlSetPosition [_xOld, safeZoneY, _w, _h];
_ctrl ctrlCommit 0;
} forEach [IDC_COUNTER_TITLE, IDC_COUNTER_BACK, IDC_COUNTER_TEXT];

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/*
* Author: SilentSpike
* Handles "compatibility" (i.e. override) for BI spectator respawn types 1, 4 & 5
*
* Called from the RscDisplayEGSpectator XEH
*
* Arguments:
* 0: RscDisplayEGSpectator <DISPLAY>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_compat_spectatorBI
*
* Public: No
*/
#include "script_component.hpp"
private _respawn = getMissionConfigValue ["respawn",0];
if (_respawn isEqualType "") then { _respawn = ["","bird","","","group","side"] find (toLower _respawn); };
if !(_respawn in [1,4,5]) exitWith {};
// Remember to check for side specific templates
private _templates = getMissionConfigValue [["respawnTemplates",side group player] joinString "",getMissionConfigValue ["respawnTemplates",[]]];
if !(QUOTE(ADDON) in _templates) exitWith {};
// Kill BI spectator
["Terminate"] call BIS_fnc_EGSpectator;
// Start our spectator
[true] call FUNC(setSpectator);
// Delete the seagull that spawns (not actually the player, a CfgNonAIVehicles object)
// Respawn type 1 is handled in the template where seagull is passed as paremeter
if (_respawn in [4,5]) then {
// This could delete seagulls created by a wildlife module (a necessary evil)
// TODO: Try to find seagull position and delete more accurately with reduced radius
{ if (_x isKindOf "seagull") then {deleteVehicle _x;}; } forEach (nearestObjects [player, [], 250]);
};
// Switch to a virtual unit so draw3D continues to work
private _grp = createGroup [sideLogic, true];
private _virtual = _grp createUnit [QGVAR(virtual),[0,0,0],[],0,""];
// Transfer assigned zeus if applicable
private _zeus = getAssignedCuratorLogic player;
if !(isNull _zeus) then {
[QGVAR(transferZeus), [_virtual,_zeus]] call CBA_fnc_serverEvent;
};
selectPlayer _virtual;

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/*
* Author: SilentSpike
* Handles compatibility with curator interface (i.e. re-opens spectator if applicable)
*
* Called from the RscDisplayCurator XEH
*
* Arguments:
* 0: RscDisplayCurator <DISPLAY>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_compat_zeus
*
* Public: No
*/
#include "script_component.hpp"
params ["_display"];
_display displayAddEventHandler ["Unload",{
// Only re-open if still a spectator (and not remote-controlling)
if (GVAR(isSet) && {isNull (GETMVAR(bis_fnc_moduleRemoteControl_unit,objNull))}) then {
// Display must be opened next frame to prevent game crash
[{
// Reset the camera and vision modes
[GVAR(camMode)] call FUNC(cam_setCameraMode);
[GVAR(camVision)] call FUNC(cam_setVisionMode);
[true] call FUNC(ui);
}] call CBA_fnc_execNextFrame;
};
}];

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/*
* Author: SilentSpike
* Cycle through the spectator camera vision/view/units in steps
*
* Arguments:
* 0: Camera mode steps <NUMBER>
* 1: Camera unit steps <NUMBER>
* 2: Vision mode steps <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [0, -1] call ace_spectator_fnc_cycleCamera
*
* Public: No
*/
#include "script_component.hpp"
params [["_stepMode",0], ["_stepUnit",0], ["_stepVision",0]];
private ["_modes","_visions","_iMode","_iVision","_countModes","_countVisions","_newMode","_newVision","_newUnit"];
_modes = GVAR(availableModes);
_units = GVAR(unitList);
_visions = GVAR(availableVisions);
// Get current index
_iMode = (_modes find GVAR(camMode)) max 0;
_iUnit = (_units find GVAR(camUnit)) max 0;
_iVision = (_visions find GVAR(camVision)) max 0;
_countModes = count _modes;
_countUnits = count _units;
_countVisions = count _visions;
// Step index by step number (loop at ends)
if (_countModes != 0) then {
_iMode = (_iMode + _stepMode) % _countModes;
if (_iMode < 0) then { _iMode = _countModes + _iMode; };
};
if (_countUnits != 0) then {
_iUnit = (_iUnit + _stepUnit) % _countUnits;
if (_iUnit < 0) then { _iUnit = _countUnits + _iUnit; };
};
if (_countVisions != 0) then {
_iVision = (_iVision + _stepVision) % _countVisions;
if (_iVision < 0) then { _iVision = _countVisions + _iVision; };
};
// Get value at new index
_newMode = _modes select _iMode;
_newUnit = _units select _iUnit;
_newVision = _visions select _iVision;
[_newMode, _newUnit, _newVision] call FUNC(transitionCamera);

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/*
* Author: SilentSpike
* Returns the current spectator camera attributes (see setCameraAttributes for details).
*
* Arguments:
* None
*
* Return Value:
* [Mode, Focus, Vision, Position, Direction] <ARRAY>
*
* Example:
* [] call ace_spectator_fnc_getCameraAttributes
*
* Public: Yes
*/
#include "script_component.hpp"
if !(isNil QGVAR(camera)) then {
[GVAR(camMode), GVAR(camTarget), GVAR(camVision), getPosATL GVAR(camera), getDirVisual GVAR(camera)]
} else {
// These values could be pre-set by function
[
GETMVAR(GVAR(camMode),0),
GETMVAR(GVAR(camTarget),objNull),
GETMVAR(GVAR(camVision),-2),
GETMVAR(GVAR(camPos),[ARR_3(0,0,0)]),
GETMVAR(GVAR(camDir),0)
]
};

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/*
* Author: SilentSpike
* Function used to get an appropriate icon for provided group. Approximate.
*
* Arguments:
* 0: Group to get the icon of <GROUP>
* 1: Return icons for draw3D use <BOOL> (Default: false)
*
* Return Value:
* Icon of group <STRING>
*
* Examples:
* [group player] call ace_spectator_fnc_getGroupIcon
*
* Public: No
*/
#include "script_component.hpp"
#define ICON_PATH(var1) QUOTE(a3\ui_f\data\Map\Markers\NATO\var1)
// Military icons
#define ICON_UNKNOWN [ICON_PATH(b_unknown.paa), QPATHTOF(data\b_unknown.paa)] select _forDraw
#define ICON_UAV [ICON_PATH(b_uav.paa), QPATHTOF(data\b_uav.paa)] select _forDraw
#define ICON_SUPPORT [ICON_PATH(b_support.paa), QPATHTOF(data\b_support.paa)] select _forDraw
#define ICON_SERVICE [ICON_PATH(b_service.paa), QPATHTOF(data\b_service.paa)] select _forDraw
#define ICON_RECON [ICON_PATH(b_recon.paa), QPATHTOF(data\b_recon.paa)] select _forDraw
#define ICON_PLANE [ICON_PATH(b_plane.paa), QPATHTOF(data\b_plane.paa)] select _forDraw
#define ICON_NAVAL [ICON_PATH(b_naval.paa), QPATHTOF(data\b_naval.paa)] select _forDraw
#define ICON_MOTOR_INF [ICON_PATH(b_motor_inf.paa), QPATHTOF(data\b_motor_inf.paa)] select _forDraw
#define ICON_MORTAR [ICON_PATH(b_mortar.paa), QPATHTOF(data\b_mortar.paa)] select _forDraw
#define ICON_MED [ICON_PATH(b_med.paa), QPATHTOF(data\b_med.paa)] select _forDraw
#define ICON_MECH_INF [ICON_PATH(b_mech_inf.paa), QPATHTOF(data\b_mech_inf.paa)] select _forDraw
#define ICON_MAINT [ICON_PATH(b_maint.paa), QPATHTOF(data\b_maint.paa)] select _forDraw
#define ICON_INSTALLATION [ICON_PATH(b_installation.paa), QPATHTOF(data\b_installation.paa)] select _forDraw
#define ICON_INF [ICON_PATH(b_inf.paa), QPATHTOF(data\b_inf.paa)] select _forDraw
#define ICON_ART [ICON_PATH(b_art.paa), QPATHTOF(data\b_art.paa)] select _forDraw
#define ICON_ARMOR [ICON_PATH(b_armor.paa), QPATHTOF(data\b_armor.paa)] select _forDraw
#define ICON_AIR [ICON_PATH(b_air.paa), QPATHTOF(data\b_air.paa)] select _forDraw
// Civilian icons
#define CIV_ICON_UNKNOWN [ICON_PATH(c_unknown.paa), QPATHTOF(data\c_unknown.paa)] select _forDraw
#define CIV_ICON_AIR [ICON_PATH(c_air.paa), QPATHTOF(data\c_air.paa)] select _forDraw
#define CIV_ICON_CAR [ICON_PATH(c_car.paa), QPATHTOF(data\c_car.paa)] select _forDraw
#define CIV_ICON_PLANE [ICON_PATH(c_plane.paa), QPATHTOF(data\c_plane.paa)] select _forDraw
#define CIV_ICON_SHIP [ICON_PATH(c_ship.paa), QPATHTOF(data\c_ship.paa)] select _forDraw
params [["_group", grpNull, [grpNull]], ["_forDraw", false, [true]]];
// Handle empty or null group
private _leader = leader _group;
if (isNull _leader) exitWith { [ICON_UNKNOWN, CIV_ICON_UNKNOWN] select (side _group == civilian) };
// Civilians are easy, just check leader's vehicle (unlikely group is large)
if (side _group == civilian) exitWith {
if (_leader != vehicle _leader) then {
// More common cases should be checked first
(vehicle _leader) call {
if (_this isKindOf "Car") exitWith {
CIV_ICON_CAR
};
// Plane inherits Air, check first
if (_this isKindOf "Plane") exitWith {
CIV_ICON_PLANE
};
if (_this isKindOf "Air") exitWith {
CIV_ICON_AIR
};
if (_this isKindOf "Ship") exitWith {
CIV_ICON_SHIP
};
CIV_ICON_UNKNOWN
};
} else {
CIV_ICON_UNKNOWN
};
};
// Handle military groups
private _units = units _group;
private _vehicles = (_units apply { vehicle _x }) - _units;
// If more than 33% of the group is mounted, use most common vehicle
if (count _vehicles >= 0.33 * count _units) exitWith {
// Check the most likely cases first
_vehicles call {
private _threshold = 0.5 * count _this;
if ("Car" countType _this >= _threshold) exitWith {
ICON_MOTOR_INF
};
// APC inherits Tank, check first
if ("APC" countType _this >= _threshold) exitWith {
ICON_MECH_INF
};
// MBT_01_arty_base_F inherits Tank, check first
// Unfortunately no common arty class to check
if ("MBT_01_arty_base_F" countType _this >= _threshold) exitWith {
ICON_ART
};
if ("MBT_02_arty_base_F" countType _this >= _threshold) exitWith {
ICON_ART
};
if ("Tank" countType _this >= _threshold) exitWith {
ICON_ARMOR
};
// UAV inherits Plane, check first
if ("UAV" countType _this >= _threshold) exitWith {
ICON_UAV
};
// Plane inherits Air, check first
if ("Plane" countType _this >= _threshold) exitWith {
ICON_PLANE
};
if ("Air" countType _this >= _threshold) exitWith {
ICON_AIR
};
if ("Ship" countType _this >= _threshold) exitWith {
ICON_NAVAL
};
// StaticMortar inherits StaticWeapon, check first
if ("StaticMortar" countType _this >= _threshold) exitWith {
ICON_MORTAR
};
if ("StaticWeapon" countType _this >= _threshold) exitWith {
ICON_INSTALLATION
};
// If it reaches here then it's a mixed group of vehicles
ICON_UNKNOWN
};
};
// Check leader for medic/engineer/etc, otherwise just default to infantry
private _medic = [_leader] call EFUNC(common,isMedic);
private _engineer = [_leader] call EFUNC(common,isEngineer);
if (_medic && _engineer) exitWith {
ICON_SUPPORT
};
if (_medic) exitWith {
ICON_MED
};
if (_engineer) exitWith {
ICON_MAINT
};
ICON_INF

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/*
* Author: SilentSpike
* Gets the possible entities to spectate based on settings.
* Optionally includes dead units for the list and switching.
*
* Arguments:
* 0: Include dead <BOOL>
*
* Return Value:
* Valid entities <ARRAY>
*
* Example:
* [true] call ace_spectator_fnc_getTargetEntities
*
* Public: No
*/
#include "script_component.hpp"
// Include dead units if specified (used by entity list)
private _entities = allUnits;
if (param [0,false]) then { _entities append allDeadMen; };
// Quicker to use local vars that are accessed often in iteration
private _sides = GVAR(availableSides);
// Apply entity filtering
_entities = _entities select {
(GVAR(enableAI) || {isPlayer _x}) && // AI setting
{(side group _x) in _sides} && // Available sides
{simulationEnabled _x && {simulationEnabled vehicle _x}} && // Hide disabled things
{ !isObjectHidden _x && {!isObjectHidden vehicle _x} } // Hide hidden things
};
// Respect the blacklist
_entities = _entities - GVAR(unitBlacklist);
// Whitelist overrides filtering
_entities append GVAR(unitWhitelist);
// Never include the local player
_entities deleteAt (_entities find player);
// Return no duplicates
_entities arrayIntersect _entities

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/*
* Author: F3 Project, Head, SilentSpike
* Handles free camera manipulation according to input
*
* Arguments:
* 0: Parameters <ANY>
* 1: PFH handle <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [ace_spectator_fnc_handleCamera, 0] call CBA_fnc_addPerFrameHandler;
*
* Public: No
*/
#include "script_component.hpp"
// Kill PFH when not in free cam (or display is closed)
if (isNil QGVAR(camHandler)) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; };
private ["_camera","_pan","_tilt"];
_pan = (GVAR(camPan) + 360) % 360;
_tilt = GVAR(camTilt);
if (GVAR(camMode) == 0) then {
private ["_oldPos","_altMod","_zoomMod","_mX","_mY","_mZ","_x","_y","_z"];
_camera = GVAR(freeCamera);
_oldPos = GVAR(camPos);
// Dolly/Boom amount should be influnced by zoom level (it should really be exponential)
// Dollying should also slow as the camera gets close to the ground
_zoomMod = (GVAR(camZoom) * 0.8) max 1;
_altMod = ((((getPos _camera) select 2) * 0.05) max 0.1) min 1;
_mX = (GVAR(camDolly) select 0) * _altMod / _zoomMod;
_mY = (GVAR(camDolly) select 1) * _altMod / _zoomMod;
_mZ = GVAR(camBoom) / _zoomMod;
_x = (_oldPos select 0) + (_mX * cos(_pan)) + (_mY * sin(_pan));
_y = (_oldPos select 1) - (_mX * sin(_pan)) + (_mY * cos(_pan));
_z = (_oldPos select 2) + _mZ;
// Prevent camera going under terrain
GVAR(camPos) = [_x,_y,_z max (getTerrainHeightASL [_x,_y])];
// Update camera position and rotation
_camera setPosASL GVAR(camPos);
_camera setDir _pan;
[_camera, _tilt, 0] call BIS_fnc_setPitchBank;
} else {
private ["_unit","_target","_distance","_vector"];
_camera = GVAR(unitCamera);
_unit = GVAR(camUnit);
_target = GVAR(targetCamera);
_distance = GVAR(camDistance);
// Generate a position vector relative to the unit
_vector = [0,-_distance*cos(_tilt),0];
_vector = [_vector,[-_pan] call CBA_fnc_simplifyAngle180] call BIS_fnc_rotateVector2D;
_vector = _vector vectorAdd [0,0,_distance*sin(-_tilt)];
// Update the position of the target camera (used for smooth unit tracking)
_target camSetPos ((ASLToAGL getPosASLVisual _unit) vectorAdd [0,0,1.5]);
_target camCommit 0;
// Update the relative position of the unit camera
_camera camSetRelPos _vector;
_camera camCommit 0;
GVAR(camPos) = getPosASL _camera;
};

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/*
* Author: SilentSpike, voiper
* Handles the spectator UI compass
*
* Arguments:
* 0: Parameters <ANY>
* 1: PFH handle <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [ace_spectator_fnc_handleCompass, 0, _display] call CBA_fnc_addPerFrameHandler;
*
* Public: No
*/
#include "script_component.hpp"
params ["_display"];
// Kill PFH when compass hidden (or display is closed)
if (isNil QGVAR(compHandler)) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; };
private ["_compass","_NE","_ES","_SW","_WN","_compassW","_degree","_heading","_offset","_positions","_sequence"];
_compass = _display displayCtrl IDC_COMP;
_NE = _compass controlsGroupCtrl IDC_COMP_0;
_ES = _compass controlsGroupCtrl IDC_COMP_90;
_SW = _compass controlsGroupCtrl IDC_COMP_180;
_WN = _compass controlsGroupCtrl IDC_COMP_270;
_compassW = (ctrlPosition _compass) select 2;
_degree = _compassW / 180;
// Get direction of screen rather than object (accounts for unit freelook)
_heading = (positionCameraToWorld [0,0,1]) vectorDiff (positionCameraToWorld [0,0,0]);
_heading = (((_heading select 0) atan2 (_heading select 1)) + 360) % 360;
_offset = -(_heading % 90) * _degree;
_positions = [
[_compassW * -0.5 + _offset, 0],
[_offset, 0],
[_compassW * 0.5 + _offset, 0],
[_compassW + _offset, 0]
];
_sequence = [
[_SW, _WN, _NE, _ES],
[_WN, _NE, _ES, _SW],
[_NE, _ES, _SW, _WN],
[_ES, _SW, _WN, _NE]
] select floor(_heading/90);
{
_x ctrlSetPosition (_positions select _forEachIndex);
_x ctrlCommit 0;
} forEach _sequence;

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to add projectiles to be drawn when a unit fires
*
* Arguments:
* Fired EH arguments
*
* Return Value:
* None
*
* Example:
* _unit addEventHandler ["Fired",{_this call ace_spectator_fnc_handleFired}]
*
* Public: No
*/
#include "script_component.hpp"
params [
"_unit",
["_weapon", "", [""]],
"", // Muzzle
"", // Mode
"", // Ammo
"", // Magazine
["_projectile", objNull, [objNull]]
];
// Remove the EH when spectator is no longer active or unit is removed
if (isNil QGVAR(entitiesToDraw) || {!(_unit in GVAR(entitiesToDraw))}) exitWith {
//USES_VARIABLES ["_thisEventHandler"]
_unit removeEventHandler ["Fired", _thisEventHandler];
SETVAR(_unit,GVAR(firedEH),nil);
};
// Fire time used for unit icon highlighting
_unit setVariable [QGVAR(highlightTime), time + FIRE_HIGHLIGHT_TIME];
// Store projectiles / grenades for drawing
if (GVAR(drawProjectiles) && {!isNull _projectile}) then {
if (_weapon == "Throw") then {
if (count GVAR(grenadesToDraw) > MAX_GRENADES) then { GVAR(grenadesToDraw) deleteAt 0; };
GVAR(grenadesToDraw) pushBack _projectile;
} else {
if (count GVAR(projectilesToDraw) > MAX_PROJECTILES) then { GVAR(projectilesToDraw) deleteAt 0; };
GVAR(projectilesToDraw) pushBack [_projectile, [[getPosVisual _projectile, [1,0,0,0]]]];
};
};

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/*
* Author: Head, SilentSpike
* Handles rendering the spectator 3D unit icons
*
* Arguments:
* 0: Parameters <ANY>
* 1: PFH handle <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [ace_spectator_fnc_handleIcons, 0] call CBA_fnc_addPerFrameHandler;
*
* Public: No
*/
#include "script_component.hpp"
if !(GVAR(showIcons)) exitWith {};
private ["_refPoint","_drawVehicles","_leader","_color","_txt","_unit"];
// Draw groups unless leader is within distance
_refPoint = [GVAR(freeCamera),GVAR(camUnit)] select (GVAR(camMode) > 0);
_drawVehicles = [];
{
_leader = leader _x;
if ((_leader distanceSqr _refPoint) > 40000) then {
_color = GETVAR(_x,GVAR(gColor),[ARR_4(0,0,0,0)]);
_txt = groupID _x;
drawIcon3D ["\A3\ui_f\data\map\markers\nato\b_inf.paa", _color, (_leader modelToWorldVisual (_leader selectionPosition "Head")) vectorAdd [0,0,28.5], 1, 1, 0, _txt, 2, 0.02];
} else {
_drawVehicles append (units _x);
};
false
} count GVAR(groupList);
// Draw units for groups within distance
{
_color = GETVAR((group _x),GVAR(gColor),[ARR_4(0,0,0,0)]);
_txt = ["", GETVAR(_x,GVAR(uName),"")] select (isPlayer _x);
drawIcon3D ["a3\Ui_f\data\GUI\Rsc\RscDisplayEGSpectator\UnitIcon_ca.paa", _color, (_x modelToWorldVisual (_x selectionPosition "Head")) vectorAdd [0,0,1.5], 0.7, 0.7, 0, _txt, 1, 0.02];
false
} count (_drawVehicles arrayIntersect GVAR(unitList));

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/*
* Author: SilentSpike
* Handles spectator interface events
*
* Arguments:
* 0: Event name <STRING>
* 1: Event arguments <ANY>
*
* Return Value:
* None <NIL>
*
* Example:
* ["onLoad",_this] call ace_spectator_fnc_handleInterface
*
* Public: No
*/
#include "script_component.hpp"
params ["_mode",["_args",[]]];
switch (toLower _mode) do {
case "onload": {
_args params ["_display"];
SETUVAR(GVAR(interface),_display);
// Always show interface and hide map upon opening
[_display,nil,nil,!GVAR(showInterface),GVAR(showMap)] call FUNC(toggleInterface);
// Initalize the unit tree
["onUnitsUpdate",[(_display displayCtrl IDC_UNIT) controlsGroupCtrl IDC_UNIT_TREE]] call FUNC(handleInterface);
// Keep unit list and tree up to date
[FUNC(handleUnits), 9, _display] call CBA_fnc_addPerFrameHandler;
// Handle 3D unit icons
GVAR(iconHandler) = addMissionEventHandler ["Draw3D", {call FUNC(handleIcons)}];
// Populate the help window
private _help = (_display displayCtrl IDC_HELP) controlsGroupCtrl IDC_HELP_LIST;
{
_i = _help lbAdd (_x select 0);
if ((_x select 1) == "") then {
_help lbSetPicture [_i,"\A3\ui_f\data\map\markers\military\dot_CA.paa"];
_help lbSetPictureColor [_i,[COL_FORE]];
} else {
_help lbSetTooltip [_i,_x select 1];
};
} forEach [
[localize LSTRING(uiControls),""],
[localize LSTRING(uiToggleUnits),keyName 2],
[localize LSTRING(uiToggleHelp),keyName 3],
[localize LSTRING(uiToggleTools),keyName 4],
[localize LSTRING(uiToggleCompass),keyName 5],
[localize LSTRING(uiToggleIcons),keyName 6],
[localize LSTRING(uiToggleMap),keyName 50],
[localize LSTRING(uiToggleInterface),keyName 14],
[localize LSTRING(freeCamControls),""],
[localize LSTRING(freeCamForward),keyName 17],
[localize LSTRING(freeCamBackward),keyName 31],
[localize LSTRING(freeCamLeft),keyName 30],
[localize LSTRING(freeCamRight),keyName 32],
[localize LSTRING(freeCamUp),keyName 16],
[localize LSTRING(freeCamDown),keyName 44],
[localize LSTRING(freeCamPan),"RMB (Hold)"],
[localize LSTRING(freeCamDolly),"LMB (Hold)"],
[localize LSTRING(freeCamBoost),"Shift (Hold)"],
[localize LSTRING(attributeControls),""],
[localize LSTRING(nextCam),keyName 200],
[localize LSTRING(prevCam),keyName 208],
[localize LSTRING(nextUnit),keyName 205],
[localize LSTRING(prevUnit),keyName 203],
[localize LSTRING(nextVis),keyName 49],
[localize LSTRING(prevVis),format["%1 + %2",keyName 29,keyname 49]],
[localize LSTRING(adjZoom),"Scrollwheel"],
[localize LSTRING(adjSpeed),format["%1 + Scrollwheel",keyName 29]],
[localize LSTRING(incZoom),format["%1/%2",keyName 74,keyName 78]],
[localize LSTRING(incSpeed),format["%1 + %2/%3",keyName 29,keyName 74,keyName 78]],
[localize LSTRING(reZoom),format["%1 + %2",keyName 56,keyName 74]],
[localize LSTRING(reSpeed),format["%1 + %2",keyName 56,keyName 78]]
];
// Handle support for BI's respawn counter
[{
if !(isNull (GETUVAR(RscRespawnCounter,displayNull))) then {
disableSerialization;
private ["_counter","_title","_back","_timer","_frame","_x","_y"];
_counter = GETUVAR(RscRespawnCounter,displayNull);
_title = _counter displayCtrl 1001;
_back = _counter displayCtrl 1002;
_timer = _counter displayCtrl 1003;
_frame = _counter ctrlCreate ["RscFrame",1008];
_x = safeZoneX + safeZoneW - TOOL_W * 4 - MARGIN * 3;
_y = safeZoneY + safeZoneH - TOOL_H;
// Timer
_title ctrlSetPosition [_x,_y,TOOL_W,TOOL_H];
_back ctrlSetPosition [_x,_y,TOOL_W,TOOL_H];
_timer ctrlSetPosition [_x,_y,TOOL_W,TOOL_H];
_frame ctrlSetPosition [_x,_y,TOOL_W,TOOL_H];
_title ctrlSetBackgroundColor [0,0,0,0];
_back ctrlSetBackgroundColor [COL_BACK];
_timer ctrlSetFontHeight TOOL_H;
_frame ctrlSetTextColor [COL_FORE];
_title ctrlCommit 0;
_back ctrlCommit 0;
_timer ctrlCommit 0;
_frame ctrlCommit 0;
};
},[],0.5] call CBA_fnc_waitAndExecute;
};
case "onunload": {
// Kill GUI PFHs
removeMissionEventHandler ["Draw3D",GVAR(iconHandler)];
GVAR(camHandler) = nil;
GVAR(compHandler) = nil;
GVAR(iconHandler) = nil;
GVAR(toolHandler) = nil;
// Reset variables
GVAR(camBoom) = 0;
GVAR(camDolly) = [0,0];
GVAR(ctrlKey) = false;
GVAR(heldKeys) = [];
GVAR(heldKeys) resize 255;
GVAR(mouse) = [false,false];
GVAR(mousePos) = [0.5,0.5];
};
// Mouse events
case "onmousebuttondown": {
_args params ["_ctrl","_button"];
GVAR(mouse) set [_button,true];
// Detect right click
if ((_button == 1) && (GVAR(camMode) == 1)) then {
// In first person toggle sights mode
GVAR(camGun) = !GVAR(camGun);
[] call FUNC(transitionCamera);
};
};
case "onmousebuttonup": {
_args params ["_ctrl","_button"];
GVAR(mouse) set [_button,false];
if (_button == 0) then { GVAR(camDolly) = [0,0]; };
};
case "onmousezchanged": {
_args params ["_ctrl","_zChange"];
// Scroll to modify distance value in third person
if (GVAR(camMode) == 0) then {
// Scroll to change speed, modifier for zoom
if (GVAR(ctrlKey)) then {
[nil,nil,nil,nil,nil,nil,nil, GVAR(camSpeed) + _zChange * 0.2] call FUNC(setCameraAttributes);
} else {
[nil,nil,nil,nil,nil,nil, GVAR(camZoom) + _zChange * 0.1] call FUNC(setCameraAttributes);
};
} else {
GVAR(camDistance) = ((GVAR(camDistance) - _zChange * 2) max 5) min 50;
};
};
case "onmousemoving": {
_args params ["_ctrl","_x","_y"];
[_x,_y] call FUNC(handleMouse);
};
// Keyboard events
case "onkeydown": {
_args params ["_display","_dik","_shift","_ctrl","_alt"];
if ((alive player) && {_dik in (actionKeys "curatorInterface")} && {!isNull (getAssignedCuratorLogic player)}) exitWith {
[QGVAR(zeus)] call FUNC(interrupt);
["zeus"] call FUNC(handleInterface);
};
if (_dik in (actionKeys "Chat")) exitWith {
false
};
if (_dik in (actionKeys "PrevChannel" + actionKeys "NextChannel")) exitWith {
!(isServer || serverCommandAvailable "#kick")
};
// Handle held keys (prevent repeat calling)
if (GVAR(heldKeys) param [_dik,false]) exitWith {};
// Exclude movement/adjustment keys so that speed can be adjusted on fly
if !(_dik in [16,17,30,31,32,44,74,78]) then {
GVAR(heldKeys) set [_dik,true];
};
switch (_dik) do {
case 1: { // Esc
[QGVAR(escape)] call FUNC(interrupt);
["escape"] call FUNC(handleInterface);
};
case 2: { // 1
[_display,nil,nil,nil,nil,nil,true] call FUNC(toggleInterface);
};
case 3: { // 2
[_display,nil,true] call FUNC(toggleInterface);
};
case 4: { // 3
[_display,nil,nil,nil,nil,true] call FUNC(toggleInterface);
};
case 5: { // 4
[_display,true] call FUNC(toggleInterface);
};
case 6: { // 5
GVAR(showIcons) = !GVAR(showIcons);
};
case 14: { // Backspace
[_display,nil,nil,true] call FUNC(toggleInterface);
};
case 16: { // Q
GVAR(camBoom) = 0.5 * GVAR(camSpeed) * ([1, 2] select _shift);
};
case 17: { // W
GVAR(camDolly) set [1, GVAR(camSpeed) * ([1, 2] select _shift)];
};
case 29: { // Ctrl
GVAR(ctrlKey) = true;
};
case 30: { // A
GVAR(camDolly) set [0, -GVAR(camSpeed) * ([1, 2] select _shift)];
};
case 31: { // S
GVAR(camDolly) set [1, -GVAR(camSpeed) * ([1, 2] select _shift)];
};
case 32: { // D
GVAR(camDolly) set [0, GVAR(camSpeed) * ([1, 2] select _shift)];
};
case 44: { // Z
GVAR(camBoom) = -0.5 * GVAR(camSpeed) * ([1, 2] select _shift);
};
case 49: { // N
if (GVAR(camMode) != 1) then {
if (_ctrl) then {
[nil,nil,-1] call FUNC(cycleCamera);
} else {
[nil,nil,1] call FUNC(cycleCamera);
};
};
};
case 50: { // M
[_display,nil,nil,nil,true] call FUNC(toggleInterface);
};
case 57: { // Spacebar
// Switch between unit and freecam here
};
case 74: { // Num -
if (_alt) exitWith { [nil,nil,nil,nil,nil,nil, 1.25] call FUNC(setCameraAttributes); };
if (_ctrl) then {
[nil,nil,nil,nil,nil,nil,nil, GVAR(camSpeed) - 0.05] call FUNC(setCameraAttributes);
} else {
[nil,nil,nil,nil,nil,nil, GVAR(camZoom) - 0.01] call FUNC(setCameraAttributes);
};
};
case 78: { // Num +
if (_alt) exitWith { [nil,nil,nil,nil,nil,nil,nil, 1.5] call FUNC(setCameraAttributes); };
if (_ctrl) then {
[nil,nil,nil,nil,nil,nil,nil, GVAR(camSpeed) + 0.05] call FUNC(setCameraAttributes);
} else {
[nil,nil,nil,nil,nil,nil, GVAR(camZoom) + 0.01] call FUNC(setCameraAttributes);
};
};
case 200: { // Up arrow
[-1] call FUNC(cycleCamera);
};
case 203: { // Left arrow
[nil,1] call FUNC(cycleCamera);
};
case 205: { // Right arrow
[nil,-1] call FUNC(cycleCamera);
};
case 208: { // Down arrow
[1] call FUNC(cycleCamera);
};
};
true
};
case "onkeyup": {
_args params ["_display","_dik","_shift","_ctrl","_alt"];
// No longer being held
GVAR(heldKeys) set [_dik,nil];
switch (_dik) do {
case 16: { // Q
GVAR(camBoom) = 0;
};
case 17: { // W
GVAR(camDolly) set [1, 0];
};
case 29: { // Ctrl
GVAR(ctrlKey) = false;
};
case 30: { // A
GVAR(camDolly) set [0, 0];
};
case 31: { // S
GVAR(camDolly) set [1, 0];
};
case 32: { // D
GVAR(camDolly) set [0, 0];
};
case 44: { // Z
GVAR(camBoom) = 0;
};
};
true
};
// Tree events
case "ontreedblclick": {
// Update camera view when listbox unit is double clicked on
_args params ["_tree","_sel"];
// Ensure a unit was selected
if (count _sel == 3) then {
private ["_netID","_newUnit","_newMode"];
_netID = (_args select 0) tvData _sel;
_newUnit = objectFromNetId _netID;
// When unit is reselected, toggle camera mode
if (_newUnit == GVAR(camUnit) || GVAR(camMode) == 0) then {
_newMode = [2,2,1] select GVAR(camMode);
};
[_newMode,_newUnit] call FUNC(transitionCamera);
};
};
case "onunitsupdate": {
_args params ["_tree"];
private ["_cachedUnits","_cachedGrps","_cachedSides","_sT","_gT","_uT","_s","_g","_u","_grp","_unit","_side"];
// Cache existing group and side nodes and cull removed data
_cachedUnits = [];
_cachedGrps = [];
_cachedSides = [];
// Track deleted nodes to account for decrease in index
_sT = _tree tvCount [];
for [{_s = 0;}, {_s < _sT}, {_s = _s + 1}] do {
_gT = _tree tvCount [_s];
for [{_g = 0;}, {_g < _gT}, {_g = _g + 1}] do {
_grp = groupFromNetID (_tree tvData [_s,_g]);
if (_grp in GVAR(groupList)) then {
_cachedGrps pushBack _grp;
_cachedGrps pushBack _g;
_uT = _tree tvCount [_s,_g];
for [{_u = 0;}, {_u < _uT}, {_u = _u + 1}] do {
_unit = objectFromNetId (_tree tvData [_s,_g,_u]);
if (_unit in GVAR(unitList)) then {
_cachedUnits pushBack _unit;
} else {
_tree tvDelete [_s,_g,_u];
_u = _u - 1;
_uT = _uT - 1;
};
};
} else {
_tree tvDelete [_s,_g];
_g = _g - 1;
_gT = _gT - 1;
};
};
if ((_tree tvCount [_s]) > 0) then {
_cachedSides pushBack (_tree tvText [_s]);
_cachedSides pushBack _s;
} else {
_tree tvDelete [_s];
_s = _s - 1;
_sT = _sT - 1;
};
};
// Update the tree from the unit list
{
_grp = group _x;
_side = [side _grp] call BIS_fnc_sideName;
// Use correct side node
if !(_side in _cachedSides) then {
// Add side node
_s = _tree tvAdd [[], _side];
_tree tvExpand [_s];
_cachedSides pushBack _side;
_cachedSides pushBack _s;
} else {
// If side already processed, use existing node
_s = _cachedSides select ((_cachedSides find _side) + 1);
};
// Use correct group node
if !(_grp in _cachedGrps) then {
// Add group node
_g = _tree tvAdd [[_s], groupID _grp];
_tree tvSetData [[_s,_g], netID _grp];
_cachedGrps pushBack _grp;
_cachedGrps pushBack _g;
} else {
// If group already processed, use existing node
_g = _cachedGrps select ((_cachedGrps find _grp) + 1);
};
_u = _tree tvAdd [[_s,_g], GETVAR(_x,GVAR(uName),"")];
_tree tvSetData [[_s,_g,_u], netID _x];
_tree tvSetPicture [[_s,_g,_u], GETVAR(_x,GVAR(uIcon),"")];
_tree tvSetPictureColor [[_s,_g,_u], GETVAR(_grp,GVAR(gColor),[ARR_4(1,1,1,1)])];
_tree tvSort [[_s,_g],false];
} forEach (GVAR(unitList) - _cachedUnits);
_tree tvSort [[],false];
if ((_tree tvCount []) <= 0) then {
_tree tvAdd [[], localize LSTRING(units_none)];
};
};
// Map events
case "onmapclick": {
_args params ["_map","_button","_x","_y","_shift","_ctrl","_alt"];
private ["_newPos","_oldZ"];
if ((GVAR(camMode) == 0) && (_button == 0)) then {
_newPos = _map ctrlMapScreenToWorld [_x,_y];
_oldZ = (ASLtoATL GVAR(camPos)) select 2;
_newPos set [2, _oldZ];
[nil,nil,nil, _newPos] call FUNC(setCameraAttributes);
};
};
// Interrupt events
case "escape": {
createDialog (["RscDisplayInterrupt", "RscDisplayMPInterrupt"] select isMultiplayer);
disableSerialization;
private _dlg = finddisplay 49;
_dlg displayAddEventHandler ["KeyDown", {
_key = _this select 1;
!(_key == 1)
}];
// Disable save, respawn, options & manual buttons
(_dlg displayCtrl 103) ctrlEnable false;
if !(alive player) then {
(_dlg displayCtrl 1010) ctrlEnable false;
};
(_dlg displayCtrl 101) ctrlEnable false;
(_dlg displayCtrl 122) ctrlEnable false;
// Initalize abort button (the "spawn" is a necessary evil)
(_dlg displayCtrl 104) ctrlAddEventHandler ["ButtonClick",{_this spawn {
disableSerialization;
_display = ctrlparent (_this select 0);
_abort = [localize "str_msg_confirm_return_lobby",nil,localize "str_disp_xbox_hint_yes",localize "str_disp_xbox_hint_no",_display,nil,true] call BIS_fnc_guiMessage;
if (_abort) then {_display closeDisplay 2; failMission "loser"};
}}];
// PFH to re-open display when menu closes
[{
if !(isNull (_this select 0)) exitWith {};
// If still a spectator then re-enter the interface
[QGVAR(escape),false] call FUNC(interrupt);
[_this select 1] call CBA_fnc_removePerFrameHandler;
},0,_dlg] call CBA_fnc_addPerFrameHandler;
};
case "zeus": {
openCuratorInterface;
[{
// PFH to re-open display when menu closes
[{
if !((isNull curatorCamera) && {isNull (GETMVAR(bis_fnc_moduleRemoteControl_unit,objNull))}) exitWith {};
// If still a spectator then re-enter the interface
[QGVAR(zeus),false] call FUNC(interrupt);
[_this select 1] call CBA_fnc_removePerFrameHandler;
},0] call CBA_fnc_addPerFrameHandler;
},[],5] call CBA_fnc_waitAndExecute;
true
};
};

View File

@ -1,67 +0,0 @@
/*
* Author: Head, SilentSpike
* Handles rendering the spectator map icons
*
* Arguments:
* 0: Parameters <ANY>
* 1: PFH handle <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [ace_spectator_fnc_handleIcons, 0] call CBA_fnc_addPerFrameHandler;
*
* Public: No
*/
#include "script_component.hpp"
params ["_map"];
private ["_center","_radius","_scaled","_drawVehicles","_leader","_color","_cachedVehicles","_unit","_icon","_txt"];
if (GVAR(camMode) == 0) then {
_map drawIcon ["\A3\UI_F\Data\GUI\Rsc\RscDisplayMissionEditor\iconcamera_ca.paa",[0,0,0,1],GVAR(freeCamera),20,20,GVAR(camPan)];
};
_center = _map ctrlMapScreenToWorld [0.5,0.5];
_radius = (_map ctrlMapScreenToWorld [safeZoneX,safeZoneY]) distance2D _center;
_scaled = (ctrlMapScale _map) > 0.2;
// Draw only group icons when scaled out
_drawVehicles = [];
{
_leader = leader _x;
if (_scaled) then {
_color = GETVAR(_x,GVAR(gColor),[ARR_4(0,0,0,0)]);
_map drawIcon ["\A3\ui_f\data\map\markers\nato\b_inf.paa", _color, _leader, 20, 20, 0, "", 0, 0];
} else {
if ((_leader distance2D _center) < _radius) then {
_drawVehicles append (units _x);
};
};
nil
} count GVAR(groupList);
// Draw units when group leader is within screen bounds
_cachedVehicles = [];
{
_unit = vehicle _x;
if !(_unit in _cachedVehicles) then {
_cachedVehicles pushBack _unit;
// Use previously cached info where possible
if (GETVAR(_unit,GVAR(uIcon),"") == "") then {
[_unit] call FUNC(cacheUnitInfo);
};
// Function has caching built in
_color = [side effectiveCommander _unit] call BIS_fnc_sideColor;
_icon = GETVAR(_unit,GVAR(uIcon),"");
_txt = ["", GETVAR(_x,GVAR(uName),"")] select (isPlayer _x);
_map drawIcon [_icon, _color, _unit, 19, 19, getDir _unit, _txt, 1, 0.04];
};
nil
} count (_drawVehicles arrayIntersect GVAR(unitList));

View File

@ -1,46 +0,0 @@
/*
* Author: F3 Project, Head, SilentSpike
* Processes the change in mouse position for the spectator camera
*
* Arguments:
* 0: Mouse x coord <NUMBER>
* 1: Mouse y coord <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [0.5, 0.5] call ace_spectator_fnc_handleMouse;
*
* Public: No
*/
#include "script_component.hpp"
params ["_x","_y"];
private ["_leftButton","_rightButton","_oldX","_oldY","_deltaX","_deltaY","_zoomMod"];
_leftButton = GVAR(mouse) select 0;
_rightButton = GVAR(mouse) select 1;
_oldX = GVAR(mousePos) select 0;
_oldY = GVAR(mousePos) select 1;
// Get change in pos
_deltaX = _oldX - _x;
_deltaY = _oldY - _y;
if (_leftButton) then {
GVAR(camDolly) set [0, _deltaX * -100 * GVAR(camSpeed)];
GVAR(camDolly) set [1, _deltaY * 100 * GVAR(camSpeed)];
} else {
if (_rightButton) then {
// Pan/Tilt amount should be influnced by zoom level (it should really be exponential)
_zoomMod = (GVAR(camZoom) * 0.8) max 1;
GVAR(camPan) = GVAR(camPan) - ((_deltaX * 360) / _zoomMod);
GVAR(camTilt) = ((GVAR(camTilt) + ((_deltaY * 180) / _zoomMod)) min 89) max -89;
};
};
GVAR(mousePos) = [_x,_y];

View File

@ -1,59 +0,0 @@
/*
* Author: Karel Moricky, SilentSpike
* Handles the spectator UI toolbar values
*
* Arguments:
* 0: Parameters <ANY>
* 1: PFH handle <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [ace_spectator_fnc_handleToolbar, 0, _display] call CBA_fnc_addPerFrameHandler;
*
* Public: No
*/
#include "script_component.hpp"
params ["_display"];
// Kill PFH when toolbar hidden (or display is closed)
if (isNil QGVAR(toolHandler)) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; };
private ["_name","_vision","_fov","_speed","_mode","_time","_toolbar"];
_toolbar = _display displayCtrl IDC_TOOL;
// Find all tool values
if (GVAR(camVision) >= 0) then {
_vision = localize LSTRING(VisionThermal);
} else {
_vision = [localize LSTRING(VisionNight), localize LSTRING(VisionNormal)] select (GVAR(camVision) < -1);
};
if (GVAR(camMode) == 0) then {
_fov = format ["%1x", floor(GVAR(camZoom) * 100) * 0.01];
_speed = format ["%1 m/s", floor(GVAR(camSpeed) * 100) * 0.01];
} else {
_vision = [side group GVAR(camUnit)] call BIS_fnc_sideName;
_fov = format ["%1 m", floor(getPosASL GVAR(camUnit) select 2)];
_speed = format ["%1 km/h", floor(speed GVAR(camUnit)) max 0];
};
if (alive GVAR(camUnit)) then {
_name = GETVAR(GVAR(camUnit),GVAR(uName),"");
} else {
_name = localize "STR_Special_None";
};
_mode = [localize LSTRING(ViewFree),localize LSTRING(ViewInternal),localize LSTRING(ViewExternal)] select GVAR(camMode);
_time = [daytime,"HH:MM"] call BIS_fnc_timeToString;
// Update the UI tools
(_toolbar controlsGroupCtrl IDC_TOOL_CLOCK) ctrlSetText _time;
(_toolbar controlsGroupCtrl IDC_TOOL_VISION) ctrlSetText _vision;
(_toolbar controlsGroupCtrl IDC_TOOL_FOV) ctrlSetText _fov;
(_toolbar controlsGroupCtrl IDC_TOOL_NAME) ctrlSetText _name;
(_toolbar controlsGroupCtrl IDC_TOOL_SPEED) ctrlSetText _speed;
(_toolbar controlsGroupCtrl IDC_TOOL_VIEW) ctrlSetText _mode;

View File

@ -1,40 +0,0 @@
/*
* Author: SilentSpike
* Maintains the spectatable unit list and updates the unit tree accordingly
* Also updates current camera unit when status changes
*
* Arguments:
* 0: Parameters <ANY>
* 1: PFH handle <NUMBER>
*
* Return Value:
* None <NIL>
*
* Example:
* [ace_spectator_fnc_handleUnits, 10, _display] call CBA_fnc_addPerFrameHandler;
*
* Public: No
*/
#include "script_component.hpp"
params ["_display"];
// Kill PFH when display is closed
if (isNull _display) exitWith { [_this select 1] call CBA_fnc_removePerFrameHandler; };
// Remove all dead and null units from the list
[] call FUNC(updateUnits);
// Camera shouldn't stay on unit that isn't in the list (unless dead)
if !(GVAR(camUnit) in GVAR(unitList)) then {
if (alive GVAR(camUnit) || isNull GVAR(camUnit)) then {
[nil,1] call FUNC(cycleCamera);
};
};
// Reduce overhead when unit tree is hidden
if (ctrlShown (_display displayCtrl IDC_UNIT)) then {
// Reduce overhead by spreading across frames
[FUNC(handleInterface),["onUnitsUpdate",[(_display displayCtrl IDC_UNIT) controlsGroupCtrl IDC_UNIT_TREE]],1] call CBA_fnc_waitAndExecute;
};

View File

@ -1,27 +1,17 @@
/*
* Author: SilentSpike
* Interrupts the spectator interface for external systems
*
* Arguments:
* 0: Reason <STRING>
* 1: Interrupting <BOOL> (default: true)
*
* Return Value:
* None <NIL>
*
* Example:
* ["mySystem"] call ace_spectator_fnc_interrupt
*
* Public: Yes
* Deprecated. Technically never publically documented, but just in case.
*/
#include "script_component.hpp"
params [["_reason", "", [""]], ["_interrupt", true, [true]]];
ACE_DEPRECATED(QFUNC(interrupt),"3.12.0","just close and reopen spectator");
// Nothing to do when spectator is closed
if !(GVAR(isSet)) exitWith {};
if (_reason == "") exitWith { ERROR("Invalid Reason"); };
if (_reason == "") exitWith { WARNING("Invalid Reason"); };
if (_interrupt) then {
GVAR(interrupts) pushBack _reason;
} else {
@ -29,16 +19,11 @@ if (_interrupt) then {
};
if (GVAR(interrupts) isEqualTo []) then {
if (isNull (GETUVAR(GVAR(interface),displayNull))) then {
(findDisplay 46) createDisplay QGVAR(interface);
[] call FUNC(transitionCamera);
if (isNull SPEC_DISPLAY) then {
[true] call FUNC(ui);
};
} else {
if !(isNull (GETUVAR(GVAR(interface),displayNull))) then {
while {dialog} do {
closeDialog 0;
};
(GETUVAR(GVAR(interface),displayNull)) closeDisplay 0;
if !(isNull SPEC_DISPLAY) then {
[false] call FUNC(ui);
};
};

View File

@ -8,7 +8,7 @@
* 2: activated <BOOL>
*
* Return Value:
* None <NIL>
* None
*
* Example:
* [LOGIC, [bob, kevin], true] call ace_spectator_fnc_moduleSpectatorSettings
@ -22,7 +22,7 @@ params ["_logic", "_units", "_activated"];
if !(_activated) exitWith {};
[_logic, QGVAR(filterUnits), "unitsFilter"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(filterSides), "sidesFilter"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(enableAI), "enableAI"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(restrictModes), "cameraModes"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(restrictVisions), "visionModes"] call EFUNC(common,readSettingFromModule);
[_logic, QGVAR(mapLocations), "mapLocations"] call EFUNC(common,readSettingFromModule);

View File

@ -0,0 +1,19 @@
/*
* Author: SilentSpike
* Return all of the player entities who are currently in ace spectator
*
* Arguments:
* None
*
* Return Value:
* Spectator Players <ARRAY>
*
* Example:
* [] call ace_spectator_fnc_players
*
* Public: Yes
*/
#include "script_component.hpp"
allPlayers select { GETVAR(_x,GVAR(isSet),false) }

View File

@ -0,0 +1,39 @@
/*
* Author: Nelson Duarte, SilentSpike
* Remove a location that can be seen in spectator view. Local effect.
*
* Arguments:
* 0: Unique ID <STRING>
*
* Return Value:
* Success <BOOL>
*
* Example:
* [_id] call ace_spectator_fnc_removeLocation
*
* Public: Yes
*/
#include "script_component.hpp"
params [["_id","",[""]]];
private _index = -1;
{
if ((_x select 0) == _id) exitWith {
_index = _forEachIndex;
};
} forEach GVAR(locationsList);
GVAR(locationsList) deleteAt _index;
// Update the list if appropriate
if !(isNull SPEC_DISPLAY) then {
if (GVAR(uiListType) == LIST_LOCATIONS) then {
[] call FUNC(ui_updateListLocations);
};
};
// Return
_index != -1

View File

@ -1,7 +1,8 @@
/*
* Author: SilentSpike
* The ace_spectator respawn template, handles killed + respawn
* Can be used via BI's respawn framework, see:
* The ace_spectator respawn template, compatible with types 1,2,3,4 & 5
*
* Handles killed and respawned events as per BI's respawn framework:
* https://community.bistudio.com/wiki/Arma_3_Respawn
*
* Arguments:
@ -21,26 +22,18 @@
#include "script_component.hpp"
params [["_unit",objNull,[objNull]], ["_killer",objNull,[objNull]], ["_respawn",0,[0]], ["_respawnDelay",0,[0]]];
params [["_newCorpse",objNull,[objNull]], ["_oldKiller",objNull,[objNull]], ["_respawn",0,[0]], ["_respawnDelay",0,[0]]];
// Some environment information can be used for the initial camera attributes
if (isNull _killer) then {_killer = _unit};
private _vision = [-2,-1] select (sunOrMoon < 1);
private _pos = (getPosATL _unit) vectorAdd [0,0,5];
// Enter/exit spectator based on the respawn type and whether killed/respawned
if (alive _unit) then {
if (_respawn == 1) then {
[_unit] call FUNC(stageSpectator);
[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
[true] call FUNC(setSpectator);
} else {
[false] call FUNC(setSpectator);
};
} else {
// Negligible respawn delay can result in entering spectator after respawn
if (playerRespawnTime <= 1) exitWith {};
[2,_killer,_vision,_pos,getDir _unit] call FUNC(setCameraAttributes);
[true] call FUNC(setSpectator);
// Compatibility handled via spectator display XEH
if (_respawn in [0,1,4,5]) exitWith {
// This only applies to respawn type 1 (BIRD/SPECTATOR)
// Remove the seagull (not actually the player, a CfgNonAIVehicles object)
if (typeOf _newCorpse == "seagull") then { deleteVehicle _newCorpse; };
};
// If player died while already in spectator, ignore
if (!GVAR(isSet) || {alive _newCorpse}) then {
// Negligible respawn delay can result in entering spectator after respawn
// So we just use this value rather than living state of the unit
[playerRespawnTime > 1] call FUNC(setSpectator);
};

View File

@ -1,27 +1,30 @@
/*
* Author: SilentSpike
* Sets the spectator camera attributes as desired
* All values are optional and default to whatever the current value is
* Sets the spectator camera attributes as desired. Local effect.
* All values are optional and default to no change.
*
* Arguments:
* 0: Camera mode <NUMBER>
* - 0: Free
* - 1: Internal
* - 2: External
* 1: Camera unit (objNull for random) <OBJECT>
* - 1: First Person
* - 2: Follow
* 1: Camera focus <OBJECT or BOOL>
* 2: Camera vision <NUMBER>
* - -2: Normal
* - -1: Night vision
* - 0: Thermal white hot
* - 1: Thermal black hot
* - ...
* 3: Camera position (ATL) <ARRAY>
* 4: Camera pan (0 - 360) <NUMBER>
* 5: Camera tilt (-90 - 90) <NUMBER>
* 6: Camera zoom (0.01 - 2) <NUMBER>
* 7: Camera speed in m/s (0.05 - 10) <NUMBER>
* 4: Camera direction (0 - 360) <NUMBER>
*
* Notes:
* - If camera mode is not free and camera has no focus, random will be used
* - To remove any current camera focus in free cam, use objNull
* - To select a random camera focus, use a boolean
*
* Return Value:
* None <NIL>
* None
*
* Example:
* [1, objNull] call ace_spectator_fnc_setCameraAttributes
@ -32,37 +35,68 @@
#include "script_component.hpp"
params [
["_mode",GVAR(camMode),[0]],
["_unit",GVAR(camUnit),[objNull]],
["_vision",GVAR(camVision),[0]],
["_position",ASLtoATL GVAR(camPos),[[]],3],
["_heading",GVAR(camPan),[0]],
["_tilt",GVAR(camTilt),[0]],
["_zoom",GVAR(camZoom),[0]],
["_speed",GVAR(camSpeed),[0]]
["_mode",nil,[0]],
["_focus",nil,[objNull,true]],
["_vision",nil,[0]],
["_position",nil,[[]],3],
["_direction",nil,[0]]
];
// Normalize input
if !(_mode in GVAR(availableModes)) then {
_mode = GVAR(availableModes) select ((GVAR(availableModes) find GVAR(camMode)) max 0);
if (count _this > 5) then {
ACE_DEPRECATED("Use of ""tilt"", ""zoom"" and ""speed"" camera attributes","3.12.0","N/A")
};
if !(_vision in GVAR(availableVisions)) then {
_vision = GVAR(availableVisions) select ((GVAR(availableVisions) find GVAR(camVision)) max 0);
};
GVAR(camPan) = _heading % 360;
GVAR(camSpeed) = (_speed max 0.05) min 10;
GVAR(camTilt) = (_tilt max -89) min 89;
GVAR(camUnit) = _unit;
GVAR(camVision) = _vision;
GVAR(camZoom) = (_zoom min 2) max 0.01;
// Apply if camera exists
if (GVAR(isSet)) then {
GVAR(camPos) = (ATLtoASL _position); // Camera position will be updated in FUNC(handleCamera)
[_mode,_unit,_vision] call FUNC(transitionCamera);
if !(isNil QGVAR(camera)) then {
// These functions are smart and handle unavailable inputs
if !(isNil "_focus") then {
[_focus] call FUNC(setFocus);
};
if !(isNil "_mode") then {
// If mode not free and no focus, find focus
if ((_mode != MODE_FREE) && {isNull GVAR(camTarget) || GVAR(camOnLocation)}) then {
[true] call FUNC(setFocus);
};
[_mode] call FUNC(cam_setCameraMode);
};
if !(isNil "_vision") then {
[_vision] call FUNC(cam_setVisionMode);
};
if !(isNil "_position") then {
GVAR(camera) setPosATL _position;
};
if !(isNil "_direction") then {
GVAR(camera) setDir _direction;
};
} else {
GVAR(camMode) = _mode;
GVAR(camPos) = (ATLtoASL _position);
if !(isNil "_focus") then {
// If there are no entities this becomes nil, handled on camera startup
if (_focus isEqualType true) then {
_focus = ([] call FUNC(getTargetEntities)) select 0;
};
GVAR(camTarget) = _focus;
};
if !(isNil "_mode") then {
GVAR(camMode) = _mode;
};
if !(isNil "_vision") then {
GVAR(camVision) = _vision;
};
// GVARs exits purely for pre-setting of these attributes
if !(isNil "_position") then {
GVAR(camPos) = ATLtoASL _position;
};
if !(isNil "_direction") then {
GVAR(camDir) = _direction;
};
};

View File

@ -0,0 +1,68 @@
/*
* Author: AACO, SilentSpike
* Function used to set the camera focus
*
* Arguments:
* 0: New focus <OBJECT>
* 1: Focus is a location <BOOL>
*
* Return Value:
* None
*
* Example:
* [player, false] call ace_spectator_fnc_setFocus
*
* Public: No
*/
#include "script_component.hpp"
params [["_newFocus", objNull, [objNull,true]], ["_focusIsLocation",false]];
// If boolean provided then first find a focus
if (_newFocus isEqualType true) then {
private _testFocus = ([] call FUNC(getTargetEntities)) select 0;
if (isNil "_testFocus") then {
if (MODE_FREE in GVAR(availableModes)) then {
WARNING("No available entities to focus on. Switching to free cam.");
[MODE_FREE] call FUNC(cam_setCameraMode);
_newFocus = objNull;
} else {
// Default to player if necessary
WARNING("No available entities to focus on. Using player.");
_newFocus = player;
};
} else {
_newFocus = _testFocus;
};
};
if (_newFocus != GVAR(camTarget) && { !(isNull _newFocus && { isNull GVAR(camTarget) }) }) then {
GVAR(camTarget) = _newFocus;
if (isNull _newFocus) then {
if (GVAR(camMode) == MODE_FREE) then {
[] call FUNC(cam_resetTarget);
} else {
[MODE_FREE] call FUNC(cam_setCameraMode);
};
} else {
// Locations can only be focused on in free camera
if (_focusIsLocation) then {
[MODE_FREE] call FUNC(cam_setCameraMode);
} else {
[GVAR(camMode)] call FUNC(cam_setCameraMode);
};
};
// GVAR used to prevent camera switching and UI info on locations
GVAR(camOnLocation) = _focusIsLocation;
// Only update display if it exists, this function is independent of it
if !(isNull SPEC_DISPLAY) then {
[] call FUNC(ui_updateListFocus);
[] call FUNC(ui_updateWidget);
[] call FUNC(ui_updateHelp);
};
};

View File

@ -1,17 +1,17 @@
/*
* Author: SilentSpike
* Sets local client to the given spectator state (virtually)
* To physically handle a spectator see ace_spectator_fnc_stageSpectator
* Enter/exit spectator mode for the local player
*
* Client will be able to communicate in ACRE/TFAR as appropriate
* The spectator interface will be opened/closed
* If "hide player" is true player will be hidden from group, invisible and invulnerable, but unmoved
*
* Arguments:
* 0: Spectator state of local client <BOOL> (default: true)
* 1: Force interface <BOOL> (default: true)
* 2: Hide player (if alive) <BOOL> (default: true)
*
* Return Value:
* None <NIL>
* None
*
* Example:
* [true] call ace_spectator_fnc_setSpectator
@ -21,47 +21,43 @@
#include "script_component.hpp"
params [["_set",true,[true]], ["_force",true,[true]]];
params [["_set",true,[true]], ["_force",true,[true]], ["_hide",true,[true]]];
// Only clients can be spectators
if !(hasInterface) exitWith {};
// Exit if no change
// Let the display know if it is or isn't forced
// Could be switched after spectator has already started
GVAR(uiForced) = _force;
// Exit if no change (everything above this may need to be ran again)
if (_set isEqualTo GVAR(isSet)) exitWith {};
// Handle common addon audio
// Delay if local player (must not be ACE_Player) is not fully initalized
if (isNil { player } || { isNull player }) exitWith {
[
{ !isNil { player } && { !isNull player } },
FUNC(setSpectator),
_this
] call CBA_fnc_waitUntilAndExecute;
};
// Remove any current deafness and disable volume updates while spectating
if (["ace_hearing"] call EFUNC(common,isModLoaded)) then {
EGVAR(hearing,disableVolumeUpdate) = _set;
EGVAR(hearing,deafnessDV) = 0;
};
// Toggle spectator mode in 3rd party radio addons
if (["acre_sys_radio"] call EFUNC(common,isModLoaded)) then {[_set] call acre_api_fnc_setSpectator};
if (["task_force_radio"] call EFUNC(common,isModLoaded)) then {[player, _set] call TFAR_fnc_forceSpectator};
if (_set) then {
// Initalize camera variables
GVAR(camBoom) = 0;
GVAR(camDolly) = [0,0];
GVAR(camGun) = false;
// Initalize the camera
[true] call FUNC(cam);
// Initalize display variables
GVAR(ctrlKey) = false;
GVAR(heldKeys) = [];
GVAR(heldKeys) resize 255;
GVAR(mouse) = [false,false];
GVAR(mousePos) = [0.5,0.5];
// Update units before opening to support pre-set camera unit
[] call FUNC(updateUnits);
// Initalize the camera objects
GVAR(freeCamera) = "Camera" camCreate (ASLtoATL GVAR(camPos));
GVAR(unitCamera) = "Camera" camCreate [0,0,0];
GVAR(targetCamera) = "Camera" camCreate [0,0,0];
// Initalize view
GVAR(unitCamera) camSetTarget GVAR(targetCamera);
GVAR(unitCamera) camCommit 0;
[] call FUNC(transitionCamera);
// Create the display when main display is ready
[{ !isNull MAIN_DISPLAY },{ [true] call FUNC(ui) }] call CBA_fnc_waitUntilAndExecute;
// Cache current channel to switch back to on exit
GVAR(channelCache) = currentChannel;
@ -70,35 +66,6 @@ if (_set) then {
GVAR(channel) radioChannelAdd [player];
setCurrentChannel (5 + GVAR(channel));
// Close map and clear the chat
openMap [false,false];
clearRadio;
enableRadio false;
// Disable BI damage effects
BIS_fnc_feedback_allowPP = false;
// Close any open dialogs
while {dialog} do {
closeDialog 0;
};
[{
disableSerialization;
// Create the display
_display = (findDisplay 46) createDisplay QGVAR(interface);
// If not forced, make esc end spectator
if (_this) then {
_display displayAddEventHandler ["KeyDown", {
if (_this select 1 == 1) then {
[false] call FUNC(setSpectator);
true
};
}];
};
}, !_force] call CBA_fnc_execNextFrame;
// Cache and disable nametag settings
if (["ace_nametags"] call EFUNC(common,isModLoaded)) then {
GVAR(nametagSettingCache) = [EGVAR(nametags,showPlayerNames), EGVAR(nametags,showNamesForAI)];
@ -106,19 +73,14 @@ if (_set) then {
EGVAR(nametags,showNamesForAI) = false;
};
} else {
// Close any open dialogs (could be interrupts)
while {dialog} do {
closeDialog 0;
};
// Kill the display (ensure main display exists, handles edge case where spectator turned off before display exists)
[{ !isNull MAIN_DISPLAY },{ [false] call FUNC(ui) }] call CBA_fnc_waitUntilAndExecute;
// Kill the display
(GETUVAR(GVAR(interface),displayNull)) closeDisplay 0;
// This variable doesn't matter anymore
GVAR(uiForced) = nil;
// Terminate camera
GVAR(freeCamera) cameraEffect ["terminate", "back"];
camDestroy GVAR(freeCamera);
camDestroy GVAR(unitCamera);
camDestroy GVAR(targetCamera);
[false] call FUNC(cam);
// Remove from spectator chat
GVAR(channel) radioChannelRemove [player];
@ -127,35 +89,6 @@ if (_set) then {
setCurrentChannel GVAR(channelCache);
GVAR(channelCache) = nil;
// Clear any residual spectator chat
clearRadio;
enableRadio true;
// Return to player view
player switchCamera "internal";
// Enable BI damage effects
BIS_fnc_feedback_allowPP = true;
// Cleanup camera variables
GVAR(camBoom) = nil;
GVAR(camDolly) = nil;
GVAR(camGun) = nil;
GVAR(freeCamera) = nil;
GVAR(unitCamera) = nil;
GVAR(targetCamera) = nil;
//Kill these PFEH handlers now because the PFEH can run before the `onunload` event is handled
GVAR(camHandler) = nil;
GVAR(compHandler) = nil;
GVAR(toolHandler) = nil;
// Cleanup display variables
GVAR(ctrlKey) = nil;
GVAR(heldKeys) = nil;
GVAR(mouse) = nil;
GVAR(mousePos) = nil;
// Reset nametag settings
if (["ace_nametags"] call EFUNC(common,isModLoaded)) then {
EGVAR(nametags,showPlayerNames) = GVAR(nametagSettingCache) select 0;
@ -164,10 +97,27 @@ if (_set) then {
};
};
// Hide/Unhide the player if enabled and alive
if (alive player) then {
private _hidden = (_hide && _set);
// Ignore damage (vanilla and ace_medical)
player allowDamage !_hidden;
player setVariable [QEGVAR(medical,allowDamage), !_hidden];
// Move to/from group as appropriate
[player, _hidden, QGVAR(isSet), side group player] call EFUNC(common,switchToGroupSide);
// Ghosts can't talk
[_hidden, QGVAR(isSet)] call EFUNC(common,hideUnit);
[_hidden, QGVAR(isSet)] call EFUNC(common,muteUnit);
};
// Reset interruptions
GVAR(interrupts) = [];
// Mark spectator state for reference
GVAR(isSet) = _set;
player setVariable [QGVAR(isSet), true, true];
["ace_spectatorSet", [_set]] call CBA_fnc_localEvent;
["ace_spectatorSet", [_set, player]] call CBA_fnc_globalEvent;

View File

@ -1,26 +1,27 @@
/*
* Author: SilentSpike
* Sets target unit to the given spectator state (physically)
* To virtually handle a spectator see ace_spectator_fnc_setSpectator
* Stores and hides a player safely out of the way (used by setSpectator on living players)
*
* Units will be gathered at marker ace_spectator_respawn (or [0,0,0] by default)
* Upon unstage, units will be moved to the position they were in upon staging
* Upon unstage, units will be moved to the position they were in before staging
*
* Arguments:
* 0: Unit to put into spectator stage <OBJECT> (default: player)
* 1: Unit should be staged <BOOL> (default: true)
* 0: Unit to handle <OBJECT>
* 1: Stage/Unstage <BOOL>
*
* Return Value:
* None <NIL>
* None
*
* Example:
* [player, false] call ace_spectator_fnc_stageSpectator
* [player, true] call ace_spectator_fnc_stageSpectator
*
* Public: Yes
* Public: No
*/
#include "script_component.hpp"
ACE_DEPRECATED(QFUNC(stageSpectator),"3.12.0",[ARR_2(QFUNC(setSpectator),"'s new 3rd parameter")] joinString "");
params [["_unit",player,[objNull]], ["_set",true,[true]]];
// No change, no service (but allow spectators to be reset)
@ -39,20 +40,35 @@ _unit enableSimulation !_set;
if (_set) then {
// Position should only be saved on first entry
if !(GETVAR(_unit,GVAR(isStaged),false)) then {
GVAR(oldPos) = getPosATL _unit;
SETVAR(_unit,GVAR(preStagePos),getPosATL _unit);
// Handle players respawning via pause menu (or script)
private _id = _unit addEventHandler ["Respawn",{
params ["_unit"];
[_unit] call FUNC(stageSpectator);
}];
SETVAR(_unit,GVAR(respawnEH),_id);
};
// Ghosts can't talk
[_unit, QGVAR(isStaged)] call EFUNC(common,hideUnit);
[_unit, QGVAR(isStaged)] call EFUNC(common,muteUnit);
// Position defaults to [0,0,0] if marker doesn't exist
_unit setPos (markerPos QGVAR(respawn));
} else {
// Physical beings can talk
[_unit, QGVAR(isStaged)] call EFUNC(common,unhideUnit);
[_unit, QGVAR(isStaged)] call EFUNC(common,unmuteUnit);
_unit setPosATL GVAR(oldPos);
// Restore original position and delete stored value
_unit setPosATL (GETVAR(_unit,GVAR(preStagePos),getPosATL _unit));
SETVAR(_unit,GVAR(preStagePos),nil);
// Remove the respawn handling
_unit removeEventHandler ["Respawn",GETVAR(_unit,GVAR(respawnEH),-1)];
SETVAR(_unit,GVAR(respawnEH),nil);
};
// Spectators ignore damage (vanilla and ace_medical)
@ -62,17 +78,12 @@ _unit setVariable [QEGVAR(medical,allowDamage), !_set];
// No theoretical change if an existing spectator was reset
if !(_set isEqualTo (GETVAR(_unit,GVAR(isStaged),false))) then {
// Mark spectator state for reference
_unit setVariable [QGVAR(isStaged), _set, true];
["ace_spectatorStaged", [_set]] call CBA_fnc_localEvent;
_unit setVariable [QGVAR(isStaged), _set];
};
//BandAid for #2677 - if player in unitList weird before being staged, weird things can happen
if ((player in GVAR(unitList)) || {ACE_player in GVAR(unitList)}) then {
[] call FUNC(updateUnits); //update list now
if (!(isNull (findDisplay 12249))) then {//If display is open now, close it and restart
WARNING("Player in unitList, call ace_spectator_fnc_stageSpectator before ace_spectator_fnc_setSpectator");
["fixWeirdList", true] call FUNC(interrupt);
[{["fixWeirdList", false] call FUNC(interrupt);}, []] call CBA_fnc_execNextFrame;
// If display exists already update the entity list to hide player
if !(isNull SPEC_DISPLAY) then {
if (GVAR(uiListType) == LIST_ENTITIES) then {
[] call FUNC(ui_updateListEntities);
};
};

View File

@ -0,0 +1,31 @@
/*
* Author: Nelson Duarte, SilentSpike
* Function used to switch to next or previous camera focus
*
* Arguments:
* 0: Next/Prev unit <BOOL>
*
* Return Value:
* None
*
* Example:
* [false] call ace_spectator_fnc_switchFocus
*
* Public: No
*/
#include "script_component.hpp"
private _next = param [0, true];
private _entities = [true] call FUNC(getTargetEntities);
private _focus = GVAR(camTarget);
// No entities to switch to
if ((_entities isEqualTo []) || (_entities isEqualTo [_focus])) exitWith {};
private _index = (_entities find _focus) max 0;
_index = (_index + ([-1, 1] select _next)) % (count _entities);
if (_index < 0) then { _index = count _entities + _index; };
[_entities select _index] call FUNC(setFocus);

View File

@ -1,82 +0,0 @@
/*
* Author: SilentSpike
* Correctly handles toggling of spectator interface elements for clean UX
*
* Arguments:
* 0: Display <DISPLAY>
* 1: Toogle compass <BOOL> <OPTIONAL>
* 2: Toogle help <BOOL> <OPTIONAL>
* 3: Toogle interface <BOOL> <OPTIONAL>
* 4: Toogle map <BOOL> <OPTIONAL>
* 5: Toogle toolbar <BOOL> <OPTIONAL>
* 6: Toogle unit list <BOOL> <OPTIONAL>
*
* Return Value:
* None <NIL>
*
* Example:
* [_display, nil, true] call ace_spectator_fnc_toggleInterface
*
* Public: No
*/
#include "script_component.hpp"
params ["_display", ["_toggleComp",false], ["_toggleHelp",false], ["_toggleInterface",false], ["_toggleMap",false], ["_toggleTool",false], ["_toggleUnit",false]];
private ["_comp","_help","_map","_tool","_unit"];
_comp = _display displayCtrl IDC_COMP;
_help = _display displayCtrl IDC_HELP;
_map = _display displayCtrl IDC_MAP;
_tool = _display displayCtrl IDC_TOOL;
_unit = _display displayCtrl IDC_UNIT;
// Map operates outside of interface
GVAR(showMap) = [GVAR(showMap), !GVAR(showMap)] select _toggleMap;
_map ctrlShow GVAR(showMap);
if (GVAR(showMap)) then {
// When map is shown, temporarily hide interface to stop overlapping
{
_x ctrlShow false;
} forEach [_comp,_help,_tool,_unit];
// Centre map on camera/unit upon opening
if (_toggleMap) then {
_map ctrlMapAnimAdd [0, 0.5, [GVAR(camUnit),GVAR(freeCamera)] select (GVAR(camMode) == 0)];
ctrlMapAnimCommit _map;
};
} else {
// Can only toggle interface with map minimised
GVAR(showInterface) = [GVAR(showInterface), !GVAR(showInterface)] select _toggleInterface;
if (GVAR(showInterface)) then {
// Can only toggle interface elements with interface shown
GVAR(showComp) = [GVAR(showComp), !GVAR(showComp)] select _toggleComp;
GVAR(showHelp) = [GVAR(showHelp), !GVAR(showHelp)] select _toggleHelp;
GVAR(showTool) = [GVAR(showTool), !GVAR(showTool)] select _toggleTool;
GVAR(showUnit) = [GVAR(showUnit), !GVAR(showUnit)] select _toggleUnit;
_comp ctrlShow GVAR(showComp);
_help ctrlShow GVAR(showHelp);
_tool ctrlShow GVAR(showTool);
_unit ctrlShow GVAR(showUnit);
} else {
{
_x ctrlShow false;
} forEach [_comp,_help,_tool,_unit];
};
};
// Only run PFHs when respective control is shown, otherwise kill
if (ctrlShown _comp) then {
if (isNil QGVAR(compHandler)) then { GVAR(compHandler) = [FUNC(handleCompass), 0, _display] call CBA_fnc_addPerFrameHandler; };
} else {
GVAR(compHandler) = nil;
};
if (ctrlShown _tool) then {
if (isNil QGVAR(toolHandler)) then { GVAR(toolHandler) = [FUNC(handleToolbar), 0, _display] call CBA_fnc_addPerFrameHandler; };
} else {
GVAR(toolHandler) = nil;
};

View File

@ -1,115 +0,0 @@
/*
* Author: SilentSpike
* Transitions the spectator camera vision/view/unit
*
* Arguments:
* 0: Camera mode <NUMBER>
* - 0: Free
* - 1: Internal
* - 2: External
* 1: Camera unit <OBJECT>
* 2: Vision mode <NUMBER>
* - -2: Normal
* - -1: NV
* - 0: White hot
* - 1: Black hot
*
* Return Value:
* None <NIL>
*
* Example:
* [0,objNull] call ace_spectator_fnc_transitionCamera
*
* Public: No
*/
#include "script_component.hpp"
params [["_newMode",GVAR(camMode)], ["_newUnit",GVAR(camUnit)], ["_newVision",GVAR(camVision)]];
// If new mode isn't available then keep current (unless current also isn't)
if !(_newMode in GVAR(availableModes)) then {
_newMode = GVAR(availableModes) select ((GVAR(availableModes) find GVAR(camMode)) max 0);
};
// When no units available to spectate, exit to freecam
if ((GVAR(unitList) isEqualTo []) && (alive _newUnit || isNull _newUnit)) then {
_newMode = 0;
_newUnit = objNull;
};
// Reset gun cam if not internal
if (_newMode != 1) then {
GVAR(camGun) = false;
};
private ["_camera"];
if (_newMode == 0) then { // Free
_camera = GVAR(freeCamera);
// Preserve camUnit value for consistency when manually changing view
_camera cameraEffect ["internal", "back"];
// Apply the camera zoom
_camera camSetFov -(linearConversion [0.01,2,GVAR(camZoom),-2,-0.01,true]);
_camera camCommit 0;
// Agent is switched to in free cam to hide death table and prevent AI chat while allowing icons to draw (also prevents systemChat and unit HUD)
// (Why is so much stuff tied into the current camera unit BI?!)
if (isNull GVAR(camAgent)) then {
GVAR(camAgent) = createAgent ["VirtualMan_F",markerPos QGVAR(respawn),[],0,""];
};
GVAR(camAgent) switchCamera "internal";
} else {
_camera = GVAR(unitCamera);
// When null unit is given choose random
if (isNull _newUnit) then {
_newUnit = selectRandom GVAR(unitList);
};
// Switch camera view to internal unit view (external uses the camera)
if (GVAR(camGun)) then {
_newUnit switchCamera "gunner";
} else {
_newUnit switchCamera "internal";
};
// Handle camera differently for internal/external view
if (_newMode == 1) then {
// Terminate camera view
_camera cameraEffect ["terminate", "back"];
GVAR(camHandler) = nil;
} else {
// Switch to the camera
_camera cameraEffect ["internal", "back"];
};
GVAR(camUnit) = _newUnit;
};
if (_newMode in [0,2]) then {
// Set up camera UI
showCinemaBorder false;
cameraEffectEnableHUD true;
// Handle camera movement
if (isNil QGVAR(camHandler)) then { GVAR(camHandler) = [FUNC(handleCamera), 0] call CBA_fnc_addPerFrameHandler; };
// If new vision isn't available then keep current (unless current also isn't)
if !(_newVision in GVAR(availableVisions)) then {
_newVision = GVAR(availableVisions) select ((GVAR(availableVisions) find GVAR(camVision)) max 0);
};
// Vision mode applies to free and external cam
if (_newVision < 0) then {
false setCamUseTi 0;
camUseNVG (_newVision >= -1);
} else {
true setCamUseTi _newVision;
};
GVAR(camVision) = _newVision;
};
GVAR(camMode) = _newMode;

View File

@ -0,0 +1,146 @@
/*
* Author: SilentSpike
* Handles UI initialisation and destruction
*
* Arguments:
* 0: Init/Terminate <BOOL>
*
* Return Value:
* None
*
* Example:
* [false] call ace_spectator_fnc_ui
*
* Public: No
*/
#include "script_component.hpp"
params ["_init"];
// No change
if (_init isEqualTo !isNull SPEC_DISPLAY) exitWith {};
// Close map
openMap [false,false];
// Close any open dialogs
while {dialog} do {
closeDialog 0;
};
// Note that init and destroy intentionally happen in reverse order
// Init: Vars > Display > UI Stuff
// Destroy: UI Stuff > Display > Vars
if (_init) then {
// UI visibility tracking
GVAR(uiVisible) = true;
GVAR(uiHelpVisible) = true;
GVAR(uiMapVisible) = true;
GVAR(uiWidgetVisible) = true;
// Drawing related
GVAR(drawProjectiles) = false;
GVAR(drawUnits) = true;
GVAR(entitiesToDraw) = [];
GVAR(grenadesToDraw) = [];
GVAR(iconsToDraw) = [];
GVAR(locationsToDraw) = [];
GVAR(projectilesToDraw) = [];
// RMB tracking is used for follow camera mode
GVAR(holdingRMB) = false;
// List type is used for list updates and interaction
GVAR(uiListType) = LIST_ENTITIES;
// Highlighted map object is used for click and drawing events
GVAR(uiMapHighlighted) = objNull;
// Holds the current list data
GVAR(curList) = [];
// Cache view distance and set spectator default
GVAR(oldViewDistance) = viewDistance;
setViewDistance DEFAULT_VIEW_DISTANCE;
// If counter already exists handle it, otherwise display XEH will handle it
[GETUVAR(RscRespawnCounter,displayNull)] call FUNC(compat_counter);
// Create the display
MAIN_DISPLAY createDisplay QGVAR(display);
// Store default H value for scaling purposes
GVAR(uiHelpH) = (ctrlPosition CTRL_HELP) select 3;
// Initially hide map
[] call FUNC(ui_toggleMap);
// Initially fade the list
[true] call FUNC(ui_fadeList);
// Initalise the help, widget and list information
[] call FUNC(ui_updateCamButtons);
[] call FUNC(ui_updateListEntities);
[] call FUNC(ui_updateListFocus);
[] call FUNC(ui_updateWidget);
[] call FUNC(ui_updateHelp);
// Start updating things to draw
GVAR(collectPFH) = [LINKFUNC(ui_updateIconsToDraw), 0.2] call CBA_fnc_addPerFrameHandler;
// Draw icons and update the cursor object
GVAR(uiDraw3D) = addMissionEventHandler ["Draw3D", {call FUNC(ui_draw3D)}];
// Periodically update list and focus widget
GVAR(uiPFH) = [{
if (GVAR(uiListType) == LIST_ENTITIES) then {
[] call FUNC(ui_updateListEntities);
} else {
[] call FUNC(ui_updateListLocations);
};
[] call FUNC(ui_updateWidget);
}, 5] call CBA_fnc_addPerFrameHandler;
} else {
// Stop updating the list and focus widget
[GVAR(uiPFH)] call CBA_fnc_removePerFrameHandler;
// Stop drawing icons and tracking cursor object
removeMissionEventHandler ["Draw3D", GVAR(uiDraw3D)];
GVAR(uiDraw3D) = nil;
// Stop updating things to draw
[GVAR(collectPFH)] call CBA_fnc_removePerFrameHandler;
GVAR(collectPFH) = nil;
// Destroy the display
SPEC_DISPLAY closeDisplay 1;
// Stop tracking everything
GVAR(uiVisible) = nil;
GVAR(uiHelpVisible) = nil;
GVAR(uiMapVisible) = nil;
GVAR(uiWidgetVisible) = nil;
GVAR(holdingRMB) = nil;
GVAR(uiListType) = nil;
GVAR(uiMapHighlighted) = nil;
GVAR(curList) = nil;
GVAR(uiHelpH) = nil;
// Stop drawing
GVAR(drawProjectiles) = nil;
GVAR(drawUnits) = nil;
GVAR(entitiesToDraw) = nil;
GVAR(grenadesToDraw) = nil;
GVAR(iconsToDraw) = nil;
GVAR(locationsToDraw) = nil;
GVAR(projectilesToDraw) = nil;
// Reset view distance
setViewDistance GVAR(oldViewDistance);
GVAR(oldViewDistance) = nil;
// Ensure chat is shown again
showChat true;
};

View File

@ -0,0 +1,156 @@
/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to draw the 3D icons and track the cursor object
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* addMissionEventHandler ["Draw3D", {call ace_spectator_fnc_ui_draw3D}]
*
* Public: No
*/
#include "script_component.hpp"
#define HEIGHT_OFFSET 1.5
BEGIN_COUNTER(updateCursor);
private _camTarget = GVAR(camTarget);
private _cursorObject = objNull;
// This function doesn't work for units underwater, due to use of screenToWorld. Would be complicated to work around this.
private _intersections = [getMousePosition select 0, getMousePosition select 1, _camTarget, vehicle _camTarget] call BIS_fnc_getIntersectionsUnderCursor;
if !(_intersections isEqualTo []) then {
_cursorObject = (_intersections select 0) select 3;
};
if !(_cursorObject isKindOf "Man") then {
_cursorObject = effectiveCommander _cursorObject;
};
GVAR(cursorObject) = _cursorObject;
END_COUNTER(updateCursor);
if !(GVAR(uiMapVisible)) then {
if (GVAR(drawUnits)) then {
BEGIN_COUNTER(drawTags);
// Groups and Units
{
_x params ["_unit", "_type", "_icon"];
private _position = (_unit modelToWorldVisual (_unit selectionPosition "Head")) vectorAdd [0,0,HEIGHT_OFFSET];
if (_type == 2 && { _unit distanceSqr GVAR(camera) < DISTANCE_NAMES_SQR } && {_unit in _camTarget || _unit in _cursorObject}) then {
drawIcon3D [
ICON_BACKGROUND_UNIT,
[0, 0, 0, [0.4, 0.8] select (_unit in _camTarget)],
_position,
5,
4,
0,
"",
0,
0.035,
"PuristaMedium",
"center"
];
};
// Apply modifiers
if (_type == 1 && { time <= GETVAR(_unit,GVAR(highlightTime),0) }) then {
_icon set [1, [1,1,1, ((_icon select 1) select 3)]];
};
_icon set [2, _position];
// Draw icon
drawIcon3D _icon;
nil // Speed loop
} count GVAR(iconsToDraw);
// Draw locations
{
_x params ["_pos", "_name", "_texture"];
if (_pos isEqualType objNull) then {
_pos = (_pos modelToWorldVisual (_pos selectionPosition "Head")) vectorAdd [0,0,2*HEIGHT_OFFSET];
};
drawIcon3D [_texture, [1,1,1,0.4], _pos, 0.8, 0.8, 0, _name];
nil // Speed loop
} count (GVAR(locationsToDraw));
END_COUNTER(drawTags);
};
// Draw projectiles and grenades paths
if (GVAR(drawProjectiles)) then {
BEGIN_COUNTER(drawTracers);
private _projectilesNew = [];
private _grenadesNew = [];
// Draw projectiles if there are any
{
_x params [
["_projectile", objNull, [objNull]],
["_segments", [], [[]]]
];
if !(isNull _projectile) then {
// Store new segment
private _newestIndex = _segments pushBack [
getPosVisual _projectile,
(vectorMagnitude velocity _projectile) call {
if (_this < 250) exitWith { [0,0,1,1] };
if (_this < 500) exitWith { [0,1,0,1] };
[1,0,0,1]
}
];
// Clamp number of segments to be drawn
if (_newestIndex > MAX_PROJECTILE_SEGMENTS) then {
_segments deleteAt 0;
DEC(_newestIndex);
};
// Store projectiles for next frame
_projectilesNew pushBack [_projectile, _segments];
// Draw all projectile segments
private _oldLoc = [];
{
_x params ["_locNew", "_colorNew"];
if !(_oldLoc isEqualTo []) then {
drawLine3D [_oldLoc, _locNew, _colorNew];
};
_oldLoc = _locNew;
nil // Speed loop
} count _segments;
};
nil // Speed loop
} count GVAR(projectilesToDraw);
GVAR(projectilesToDraw) = _projectilesNew;
{
if !(isNull _x) then {
private _grenadeVelocityMagnitude = vectorMagnitude velocity _x;
// Draw grenade (rotate icon to represent spinning)
drawIcon3D [ICON_GRENADE, [1,0,0,1], getPosVisual _x, 0.6, 0.6, if (_grenadeVelocityMagnitude > 0) then { time * 100 * _grenadeVelocityMagnitude } else { 0 }, "", 0, 0.05, "TahomaB"];
// Store grenade for next frame
_grenadesNew pushBack _x;
};
nil // Speed loop
} count GVAR(grenadesToDraw);
GVAR(grenadesToDraw) = _grenadesNew;
END_COUNTER(drawTracers);
};
};

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/*
* Author: Nelson Duarte, AACO
* Function used to fade/unfade the entitiy/location list
*
* Arguments:
* 0: Fade the list <BOOL>
*
* Return Value:
* None
*
* Example:
* [false] call ace_spectator_fnc_ui_fadeList
*
* Public: No
*/
#include "script_component.hpp"
params ["_fadeList"];
if (GVAR(uiVisible)) then {
private _list = CTRL_LIST;
if (_fadeList) then {
_list ctrlSetBackgroundColor [0,0,0,0];
_list ctrlSetFade 0.8;
ctrlSetFocus CTRL_MOUSE;
// if (GVAR(camMode) == MODE_FREE) then {
// GVAR(camera) camCommand "manual on";
// };
showChat true;
} else {
_list ctrlSetBackgroundColor [0,0,0,0.75];
_list ctrlSetFade 0;
ctrlSetFocus _list;
// Disable camera input while using the list
// GVAR(camera) camCommand "manual off";
// List overlaps with chat
showChat false;
};
_list ctrlCommit 0.2;
};

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/*
* Author: Nelson Duarte, AACO
* Function used to find a tree path of a unit
*
* Arguments:
* 0: Data to search tree for <STRING>
*
* Return Value:
* Tree path to data <ARRAY>
*
* Example:
* [groupID _group] call ace_spectator_fnc_ui_getTreeDataIndex
*
* Public: No
*/
#include "script_component.hpp"
params [["_data", "", [""]]];
scopeName QGVAR(getTreeDataIndex);
// Make sure data is not empty
if (_data != "") then {
private _ctrl = CTRL_LIST;
// This also handles the locations list (_sideIndex = _locationIndex)
for "_sideIndex" from 0 to ((_ctrl tvCount []) - 1) do {
if (_ctrl tvData [_sideIndex] == _data) then {
[_sideIndex] breakOut QGVAR(getTreeDataIndex);
};
for "_groupIndex" from 0 to ((_ctrl tvCount [_sideIndex]) - 1) do {
if (_ctrl tvData [_sideIndex, _groupIndex] == _data) then {
[_sideIndex, _groupIndex] breakOut QGVAR(getTreeDataIndex);
};
for "_unitIndex" from 0 to ((_ctrl tvCount [_sideIndex, _groupIndex]) - 1) do {
if (_ctrl tvData [_sideIndex, _groupIndex, _unitIndex] == _data) then {
[_sideIndex, _groupIndex, _unitIndex] breakOut QGVAR(getTreeDataIndex);
};
};
};
};
};
[-1] // return empty path if not found (worst case)

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/*
* Author: Nelson Duarte
* Function used to handle child destroyed event
* This only matters when abort button is pressed in child escape menu
* Will close main display to exit client from mission
*
* Arguments:
* 0: Spectator display <DISPLAY>
* 1: Child display <DISPLAY>
* 2: Exit code of child <NUMBER>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleChildDestroyed
*
* Public: No
*/
#include "script_component.hpp"
params ["_display","_child","_exitCode"];
if (_exitCode == 104) then {
_display closeDisplay 2;
MAIN_DISPLAY closeDisplay 2;
};

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to handle key down event
*
* Arguments:
* 0: Spectator display <DISPLAY>
* 1: Key DIK code <NUMBER>
* 2: State of shift <BOOL>
* 3: State of ctrl <BOOL>
* 4: State of alt <BOOL>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleKeyDown
*
* Public: No
*/
#include "script_component.hpp"
#include "\A3\ui_f\hpp\defineDIKCodes.inc"
params ["","_key","_shift","_ctrl","_alt"];
// Handle map toggle
if (_key == DIK_M) exitWith {
[] call FUNC(ui_toggleMap);
true
};
// Handle very fast speed
if (_key == DIK_LALT) exitWith {
[true] call FUNC(cam_toggleSlow);
true
};
// Handle escape menu
if (_key == DIK_ESCAPE) exitWith {
if (GVAR(uiMapVisible)) then {
[] call FUNC(ui_toggleMap);
} else {
if (GVAR(uiForced)) then {
private _displayType = ["RscDisplayInterrupt","RscDisplayMPInterrupt"] select isMultiplayer;
SPEC_DISPLAY createDisplay _displayType;
} else {
[false] call FUNC(setSpectator);
};
};
true
};
// Handle perspective cycling
if (_key in [DIK_SPACE, DIK_NUMPADENTER]) exitWith {
private _oldMode = GVAR(camMode);
private _modes = GVAR(availableModes);
// Get current index and index count
private _iMode = (_modes find _oldMode) max 0;
private _countModes = count _modes;
if (_countModes != 0) then {
_iMode = (_iMode + 1) % _countModes;
if (_iMode < 0) then { _iMode = _countModes + _iMode; };
};
private _newMode = _modes select _iMode;
[_newMode] call FUNC(cam_setCameraMode);
true
};
// Handle vision mode cycling
if (_key == DIK_N) exitWith {
private _oldVision = GVAR(camVision);
private _visions = GVAR(availableVisions);
// Get current index and index count
private _iVision = (_visions find _oldVision) max 0;
private _countVisions = count _visions;
if (_countVisions != 0) then {
_iVision = (_iVision + 1) % _countVisions;
if (_iVision < 0) then { _iVision = _countVisions + _iVision; };
};
private _newVision = _visions select _iVision;
[_newVision] call FUNC(cam_setVisionMode);
true
};
// Handle postive change in draw
if (_key == DIK_PGUP) exitWith {
setViewDistance ((viewDistance + 250) min MAX_VIEW_DISTANCE);
true
};
// Handle negative change in draw
if (_key == DIK_PGDN) exitWith {
setViewDistance ((viewDistance - 250) max MIN_VIEW_DISTANCE);
true
};
// Handle spectate lights
if (_key == DIK_L) exitWith {
if (GVAR(camLight)) then {
{ deleteVehicle _x; } forEach GVAR(camLights);
GVAR(camLights) = [];
} else {
private _cameraLight = "#lightpoint" createvehicleLocal getPosASL GVAR(camera);
_cameraLight setLightBrightness 2;
_cameraLight setLightAmbient [1,1,1];
_cameraLight setLightColor [0,0,0];
_cameraLight lightAttachObject [GVAR(camera), [0,0,0]];
private _pointerLight = "#lightpoint" createvehicleLocal getPosASL GVAR(camera);
_pointerLight setLightBrightness 1;
_pointerLight setLightAmbient [1,1,1];
_pointerLight setLightColor [0,0,0];
GVAR(camLights) = [_cameraLight, _pointerLight];
};
GVAR(camLight) = !GVAR(camLight);
true
};
// Handle toggling the UI
if (_key == DIK_BACKSPACE) exitWith {
[] call FUNC(ui_toggleUI);
true
};
// Handle toggling help
if (_key == DIK_F1) exitWith {
GVAR(uiHelpVisible) = !GVAR(uiHelpVisible);
[] call FUNC(ui_updateHelp);
CTRL_HELP ctrlShow GVAR(uiHelpVisible);
CTRL_HELP_BACK ctrlShow GVAR(uiHelpVisible);
true
};
// Handle toggle focus info widget
if (_key == DIK_P) exitWith {
GVAR(uiWidgetVisible) = !GVAR(uiWidgetVisible);
[] call FUNC(ui_updateWidget);
true
};
// Handle toggling projectile drawing
if (_key == DIK_O) exitWith {
GVAR(drawProjectiles) = !GVAR(drawProjectiles);
true
};
// Handle toggling unit drawing
if (_key == DIK_I) exitWith {
GVAR(drawUnits) = !GVAR(drawUnits);
true
};
// Handle getting next focus target
if (_key == DIK_RIGHT) exitWith {
[true] call FUNC(switchFocus);
true
};
// Handle getting previous focus target
if (_key == DIK_LEFT) exitWith {
[false] call FUNC(switchFocus);
true
};
// If the zeus key is pressed and unit is curator, open zeus interface
if ((_key in (actionKeys "CuratorInterface")) && {!isNull (getAssignedCuratorLogic player)}) exitWith {
// Close the UI and disable camera input
[false] call FUNC(ui);
GVAR(camera) camCommand "manual off";
// Display XEH handles re-opening
openCuratorInterface;
// Set the curator camera to the spectator camera location
[{!isNull curatorCamera},{
curatorCamera setPosASL (getPosASL GVAR(camera));
curatorCamera setDir (getDirVisual GVAR(camera));
// Curator tracks its own vision mode
[getAssignedCuratorLogic player, 0] call bis_fnc_toggleCuratorVisionMode;
}] call CBA_fnc_waitUntilAndExecute;
true
};
// Handle acre spectate headset down (if present)
if (
["acre_sys_radio"] call EFUNC(common,isModLoaded) &&
{ [_key, [_shift, _ctrl, _alt]] isEqualTo ((["ACRE2", "HeadSet"] call CBA_fnc_getKeybind) select 5) }
) exitWith {
[] call acre_sys_core_fnc_toggleHeadset;
true
};
false // default to unhandled

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/*
* Author: Nelson Duarte, SilentSpike
* Function used to handle key up event
*
* Arguments:
* 0: Spectator display <DISPLAY>
* 1: Key DIK code <NUMBER>
* 2: State of shift <BOOL>
* 3: State of ctrl <BOOL>
* 4: State of alt <BOOL>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleKeyUp
*
* Public: No
*/
#include "script_component.hpp"
#include "\A3\ui_f\hpp\defineDIKCodes.inc"
params ["","_key","_shift","_ctrl","_alt"];
if (_key == DIK_LALT) exitWith {
[false] call FUNC(cam_toggleSlow);
true
};
false

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to handle list single/double clicks
*
* Expected behaviour:
* Clicking an entry focuses the camera on it (any camera mode)
* Double clicking an entry teleports the free camera nearby and focuses on it
*
* Arguments:
* 0: Double clicked <BOOL>
* 1: List Click EH's _this <ARRAY>
*
* Return Value:
* None
*
* Example:
* [false, _this] call ace_spectator_fnc_ui_handleListClick
*
* Public: No
*/
#include "script_component.hpp"
params ["_dblClick","_params"];
_params params ["_list","_index"];
private _handled = false;
private _entityList = GVAR(uiListType) == LIST_ENTITIES;
private _data = _list tvData _index;
if (_entityList) then {
// List contains unique object variables
private _object = missionNamespace getVariable [_data, objNull];
if !(isNull _object) then {
if (_dblClick) then {
// Place camera within ~10m of the object and above ground level
private _pos = getPosASLVisual _object;
GVAR(camera) setPosASL (AGLtoASL (_pos getPos [1 + random 10, random 360]) vectorAdd [0,0,2 + random 10]);
// Reset the focus
[objNull] call FUNC(setFocus);
[_object] call FUNC(setFocus);
_handled = true;
} else {
if (_object != GVAR(camTarget)) then {
[_object] call FUNC(setFocus);
_handled = true;
};
};
};
} else {
private _location = [];
// Try to find the location
{
if ((_x select 0) == _data) exitWith {
// Don't want to accidentally modify the GVAR
_location = +_x;
};
} forEach GVAR(locationsList);
if !(_location isEqualTo []) then {
_location params ["", "_name", "_description", "", "_pos", "_offset"];
// Use dummy object if location is a position array
private _dummy = GVAR(camDummy);
if (_pos isEqualType objNull) then {
_dummy = _pos;
} else {
// Use dummy to have camera target the location position
detach _dummy;
_dummy setPosASL _pos;
};
// If in a unit camera mode then only focus when double click
if (GVAR(camMode) == MODE_FREE || {_dblClick && {FREE_MODE in GVAR(availableModes)}}) then {
// Reset the focus
[objNull] call FUNC(setFocus);
[_dummy, true] call FUNC(setFocus);
};
// If double clicked ande mode is now free camera, teleport the camera
if (_dblClick && {GVAR(camMode) == MODE_FREE}) then {
// If location has unspecified offset place randomly within ~30m above ground level
if (_offset isEqualTo [0,0,0]) then {
_pos = AGLtoASL (_pos getPos [5 + random 30, random 360]) vectorAdd [0,0,2 + random 28];
} else {
if (_pos isEqualType objNull) then {
_pos = (getPosASL _pos) vectorAdd _offset;
} else {
_pos = (AGLtoASL _pos) vectorAdd _offset;
};
};
GVAR(camera) setPosASL _pos;
// Location info text
[parseText format [ "<t align='right' size='1.2'><t font='PuristaBold' size='1.6'>""%1""</t><br/>%2</t>", _name, _description], true, nil, 7, 0.7, 0] spawn BIS_fnc_textTiles;
};
_handled = true;
};
};
if (_handled) then {
playSound "ReadoutClick";
};
_handled

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/*
* Author: Nelson Duarte, AACO
* Function used to handle map mouse click events
*
* Arguments:
* 0: Map control <CONTROL>
* 1: Mouse button pressed <NUMBER>
* 2: x screen coordinate clicked <BOOL>
* 3: y screen coordinate clicked <BOOL>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleMapClick
*
* Public: No
*/
#include "script_component.hpp"
params ["", "", "_x", "_y"];
if (isNull GVAR(uiMapHighlighted)) then {
// Give user feedback that camera is no longer focused
if !(isNull GVAR(camTarget)) then {
playSound "ReadoutHideClick1";
};
// Preserve camera height on teleport
private _pos = CTRL_MAP ctrlMapScreenToWorld [_x, _y];
_pos set [2, (getPosASLVisual GVAR(camera)) select 2];
GVAR(camera) setPosASL _pos;
} else {
// Give user feedback that camera is focused on highlighted unit
playSound "ReadoutClick";
};
[GVAR(uiMapHighlighted)] call FUNC(setFocus);

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/*
* Author: Nelson Duarte, AACO
* Function used to handle map draw
*
* Arguments:
* 0: Map control <CONTROL>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleMapDraw
*
* Public: No
*/
#include "script_component.hpp"
#define MAP_MIN_ENTITY_DISTANCE 30
// Moved timer into map controls group, update here
CTRL_TIME ctrlSetText (["+", [time / 3600] call BIS_fnc_timeToString] joinString "");
BEGIN_COUNTER(drawMap);
params ["_map"];
// Track nearest unit
private _loc = _map ctrlMapScreenToWorld getMousePosition;
private _nearestEntity = objNull;
private _minDist = 999999;
// Draw unit icons
private _handledVehicles = [];
{
private _dist = _x distance2D _loc;
if (_dist < _minDist && { _dist < MAP_MIN_ENTITY_DISTANCE }) then {
_minDist = _dist;
_nearestEntity = _x;
};
private _vehicle = vehicle _x;
if !(_vehicle in _handledVehicles) then {
_handledVehicles pushBack _vehicle;
private _vehicleTexture = [_vehicle] call EFUNC(common,getVehicleIcon);
private _sideColor = [side group _vehicle] call BIS_fnc_sideColor;
private _text = "";
if (GVAR(uiMapHighlighted) == _vehicle || {GVAR(uiMapHighlighted) in _vehicle}) then {
_text = ([GVAR(uiMapHighlighted)] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
if !(isPlayer GVAR(uiMapHighlighted)) then { _text = format ["%1: %2", localize "str_player_ai", _text]; };
_sideColor = [0.8, 0.8, 0.5, 1];
};
if (NEEDS_REVIVE(_vehicle)) then {
_vehicleTexture = ICON_REVIVE;
_sideColor = [0.5, 0, 0, 1];
};
if (time <= _vehicle getVariable [QGVAR(highlightTime), 0]) then {
_sideColor = [1, 1, 1, 1];
};
_map drawIcon [_vehicleTexture, _sideColor, getPosASLVisual _vehicle, 24, 24, getDirVisual _vehicle, _text, 1, 0.04, "TahomaB", "right"];
};
nil // Speed loop
} count ([] call FUNC(getTargetEntities));
// Set highlighted unit
private _text = if (isNull _nearestEntity) then {
""
} else {
format ["%1 [%2 m]", [_nearestEntity] call EFUNC(common,getName), round (_nearestEntity distance2D GVAR(camera))]
};
GVAR(uiMapHighlighted) = _nearestEntity;
CTRL_MAP_FOOTER ctrlSetText _text;
// Draw camera icon
if !(isNil QGVAR(camera)) then {
private _cameraPos = getPosASLVisual GVAR(camera);
private _cameraDir = getDirVisual GVAR(camera);
_map drawIcon [ICON_CAMERA, [0.5, 1, 0.5, 1], _cameraPos, 32, 48, _cameraDir, "", 1, 0.05, "TahomaB", "right"];
_map drawArrow [_cameraPos, (_cameraPos getPos [300, _cameraDir]), [0.5, 1, 0.5, 1]];
};
// Draw locations
{
_x params ["", "_name", "", "_texture", "_pos"];
_map drawIcon [_texture, [1,1,1,0.5], _pos, 36, 36, 0, _name, true, 0.04, "TahomaB", "right"];
nil // Speed loop
} count (GVAR(locationsList));
END_COUNTER(drawMap);

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to handle mouse button double clicks
*
* Expected behaviour:
* Double left click teleports free camera toward the unit, but does not focus
*
* Arguments:
* 0: Control <CONTROL>
* 1: Mouse button pressed <NUMBER>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleMouseButtonDblClick
*
* Public: No
*/
#include "script_component.hpp"
params ["", "_button"];
if (_button == 0 && {!isNull GVAR(cursorObject)}) then {
[GVAR(cursorObject)] call FUNC(cam_prepareTarget);
};

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to handle mouse down event
*
* Expected behaviour:
* Left clicking a unit focuses the camera on that unit (in any camera mode)
* Left clicking empty space removes the current camera focus in free camera
* Right clicking removes the camera lock, but retains the focus in free camera
* Right clicking and dragging orbits around the unit in follow camera
*
* Arguments:
* 0: Control <CONTROL>
* 1: Mouse button pressed <NUMBER>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleMouseButtonDown
*
* Public: No
*/
#include "script_component.hpp"
params ["", "_button"];
// Left click
if (_button == 0) exitWith {
if (isNull GVAR(cursorObject)) then {
if (GVAR(camMode) == MODE_FREE && { !isNull GVAR(camTarget) }) then {
playSound "ReadoutHideClick1";
[objNull] call FUNC(setFocus);
};
} else {
playSound "ReadoutClick";
// Focus will be at screen center
[GVAR(cursorObject)] call FUNC(setFocus);
setMousePosition [0.5, 0.5];
};
};
// Right click
if (_button == 1) then {
if (GVAR(camMode) == MODE_FREE && { !isNull GVAR(camTarget) } && { !isNull (attachedTo GVAR(camDummy)) }) then {
[] call FUNC(cam_resetTarget);
};
GVAR(holdingRMB) = true;
};

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/*
* Author: Nelson Duarte, AACO
* Function used to handle mouse moving event
*
* Arguments:
* 0: Control <CONTROL>
* 1: Change in x <NUMBER>
* 2: Change in y <NUMBER>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleMouseMoving
*
* Public: No
*/
#include "script_component.hpp"
if (GVAR(holdingRMB) && { GVAR(camMode) == MODE_FOLLOW }) then {
params ["", "_deltaX", "_deltaY"];
if (_deltaX != 0) then {
GVAR(camYaw) = ((GVAR(camYaw) + (_deltaX * 100 * GVAR(camDeltaTime)) + 180) % 360) - 180;
};
if (_deltaY != 0) then {
GVAR(camPitch) = (((GVAR(camPitch) - (_deltaY * 100 * GVAR(camDeltaTime))) max -90) min 90);
};
};

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/*
* Author: Nelson Duarte, AACO
* Function used to handle mouse scroll event
*
* Arguments:
* 0: Control <CONTROL>
* 1: Change in Z <NUMBER>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleMouseZChanged
*
* Public: No
*/
#include "script_component.hpp"
#define FOLLOW_CAMERA_MAX_DISTANCE 5
if (GVAR(camMode) == MODE_FOLLOW) then {
if ((_this select 1) > 0) then {
GVAR(camDistance) = (GVAR(camDistance) - 1) max 0;
} else {
GVAR(camDistance) = (GVAR(camDistance) + 1) min FOLLOW_CAMERA_MAX_DISTANCE;
};
};

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/*
* Author: Nelson Duarte, SilentSpike
* Function used to handle list tab change
*
* Arguments:
* 0: Control <CONTROL>
* 1: New tab index <NUMBER>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleTabSelected
*
* Public: No
*/
#include "script_component.hpp"
params ["_ctrl", "_index"];
// Nothing to do if it's the same tab
private _newType = [LIST_ENTITIES, LIST_LOCATIONS] select _index;
if (GVAR(uiListType) == _newType) exitWith {};
// Clear list
tvClear CTRL_LIST;
// Force initial update
if (_index == 0) then {
[] call FUNC(ui_updateListEntities);
} else {
[] call FUNC(ui_updateListLocations);
};
// Track current list type
GVAR(uiListType) = _newType;

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/*
* Author: Nelson Duarte, AACO
* Function used to toggle the map
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_toggleMap
*
* Public: No
*/
#include "script_component.hpp"
if (GVAR(uiMapVisible)) then {
CTRL_MAP ctrlShow false;
CTRL_MAP_GROUP ctrlShow false;
ctrlSetFocus CTRL_MOUSE;
// if (GVAR(camMode) == MODE_FREE) then {
// GVAR(camera) camCommand "manual on";
// };
} else {
CTRL_MAP ctrlShow true;
CTRL_MAP_GROUP ctrlShow true;
CTRL_MAP_TITLE ctrlSetText (getMissionConfigValue ["onLoadName", getMissionConfigValue ["briefingName", localize ELSTRING(common,unknown)]]);
CTRL_MAP_SPEC_NUM ctrlSetText str ({GETVAR(_x,GVAR(isSet),false)} count allPlayers);
CTRL_MAP ctrlMapAnimAdd [0, 0.05, getPosASLVisual GVAR(camera)];
ctrlMapAnimCommit CTRL_MAP;
// Disable camera input while map is open
// GVAR(camera) camCommand "manual off";
};
// Toggle the tracking variable
GVAR(uiMapVisible) = !GVAR(uiMapVisible);
// Reset highlighted object
GVAR(uiMapHighlighted) = objNull;

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to toggle the whole user interface
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_toggleUI
*
* Public: No
*/
#include "script_component.hpp"
private _visible = !GVAR(uiVisible);
{
private _fade = 1;
if (_visible) then {
_fade = getNumber (configFile >> QGVAR(display) >> "Controls" >> ctrlClassName _x >> "fade");
};
_x ctrlSetFade _fade;
_x ctrlCommit 0.25;
} forEach [CTRL_LIST, CTRL_TABS, CTRL_CAM_TYPES, CTRL_WIDGET];
showChat !_visible;
playSound (["HintExpand","HintCollapse"] select _visible);
GVAR(uiVisible) = _visible;

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/*
* Author: SilentSpike
* Used to update the docked camera buttons
* Disables unavailable, highlights current
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_updateCamButtons
*
* Public: No
*/
#include "script_component.hpp"
// These correspond to the camera mode indices
#define ENUM_IDCs [IDC_FREE, IDC_FPS, IDC_FOLLOW]
#define ENUM_ACTIVE [CAM_ICON_FREE_SELECTED, CAM_ICON_FPS_SELECTED, CAM_ICON_FOLLOW_SELECTED]
#define ENUM_INACTIVE [CAM_ICON_FREE, CAM_ICON_FPS, CAM_ICON_FOLLOW]
private _current = ENUM_IDCs select GVAR(camMode);
{
if (_forEachIndex in GVAR(availableModes)) then {
// Highlight the current camera mode button
private _icon = ([ENUM_INACTIVE, ENUM_ACTIVE] select (_x == _current)) select _forEachIndex;
(CTRL_CAM_TYPES controlsGroupCtrl _x) ctrlSetText _icon;
(CTRL_CAM_TYPES controlsGroupCtrl _x) ctrlShow true;
} else {
// Disable any inactive camera modes
(CTRL_CAM_TYPES controlsGroupCtrl _x) ctrlShow false;
};
} forEach ENUM_IDCs;

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/*
* Author: Nelson Duarte, SilentSpike
* Updates spectator UI help element
*
* Note that there are some redundant conditions in this file
* This is intentional, since controls appear via priority que
* The overhead is minimal
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_updateHelp
*
* Public: No
*/
#include "script_component.hpp"
#include "\A3\ui_f\hpp\defineDIKCodes.inc"
#define MAX_CONTROLS_HELP_ENTRIES 12
if !(GVAR(uiHelpVisible)) exitWith {};
private _cameraMode = GVAR(camMode);
private _availableModes = GVAR(availableModes);
private _hasTarget = !isNull GVAR(camTarget);
private _controls = [];
// When not in first person, camera rotation applies
if (_cameraMode != MODE_FPS) then {
_controls pushback ["[RMB]", localize "STR_A3_Spectator_Helper_CameraRotation"];
};
// When in free camera, focus/un-focus with LMB
if (_cameraMode == MODE_FREE) then {
if (_hasTarget) then {
_controls pushBack ["[LMB]", localize "STR_A3_Spectator_Helper_Unfocus"];
} else {
_controls pushBack ["[LMB]", localize "STR_A3_Spectator_Helper_Focus"];
};
};
// When the camera has a focus, switch mode applies (if other modes are available)
if (_hasTarget && {!GVAR(camOnLocation)} && {count _availableModes > 1}) then {
_controls pushBack [
format ["[%1]", toUpper ([DIK_SPACE] call CBA_fnc_localizeKey)],
localize "STR_A3_Spectator_Helper_CameraMode"
];
};
if (_cameraMode == MODE_FREE) then {
_controls pushback [
format ["[%1/%2]", [DIK_W] call CBA_fnc_localizeKey, [DIK_S] call CBA_fnc_localizeKey],
localize "STR_A3_Spectator_Helper_Movement"
];
_controls pushback [
format ["[%1/%2]", [DIK_A] call CBA_fnc_localizeKey, [DIK_D] call CBA_fnc_localizeKey],
localize "STR_A3_Spectator_Helper_Strafing"
];
_controls pushback [
format ["[%1/%2]", [DIK_Q] call CBA_fnc_localizeKey, [DIK_Z] call CBA_fnc_localizeKey],
localize "STR_A3_Spectator_Helper_Height"
];
} else {
_controls pushback [
format ["[%1]", toUpper ([DIK_RIGHT] call CBA_fnc_localizeKey)],
localize LSTRING(nextUnit)
];
_controls pushback [
format ["[%1]", toUpper ([DIK_LEFT] call CBA_fnc_localizeKey)],
localize LSTRING(prevUnit)
];
};
if (_cameraMode != MODE_FPS) then {
_controls pushback [
format ["[%1]", ([DIK_N] call CBA_fnc_localizeKey)],
localize LSTRING(nextVis)
];
};
_controls pushBack [
format ["[%1]", toUpper ([DIK_BACK] call CBA_fnc_localizeKey)],
localize "STR_A3_Spectator_Helper_Interface"
];
_controls pushBack [
format ["[%1]", [DIK_F1] call CBA_fnc_localizeKey],
localize "STR_A3_Spectator_Helper_Controls"
];
// Too many controls in the UI, leave these out?
// _controls pushBack [
// format ["[%1]", [DIK_M] call CBA_fnc_localizeKey],
// localize "str_usract_map"
// ];
// _controls pushBack [
// format ["[%1]", [DIK_I] call CBA_fnc_localizeKey],
// localize LSTRING(uiIcons)
// ];
// _controls pushBack [
// format ["[%1]", [DIK_O] call CBA_fnc_localizeKey],
// localize LSTRING(uiProjectiles)
// ];
if (_cameraMode == MODE_FREE) then {
_controls pushBack ["[LSHIFT]", localize "STR_A3_Spectator_Helper_Shift"];
_controls pushBack ["[LALT]", localize LSTRING(camSlow)];
};
if (count _controls > MAX_CONTROLS_HELP_ENTRIES) then {
_controls resize MAX_CONTROLS_HELP_ENTRIES;
};
private _help = CTRL_HELP;
_help ctrlEnable false;
_help lnbSetColumnsPos [0, 0.45];
lnbClear _help;
{
_help lnbAddRow _x;
_help lnbSetColor [[_forEachIndex, 0], [0.75,0.6,0,1]];
} forEach _controls;
// Set height based on number of rows
private _newH = (GVAR(uiHelpH) / MAX_CONTROLS_HELP_ENTRIES) * count _controls;
private _newY = safezoneY + safezoneH - _newH;
(ctrlPosition _help) params ["_newX","","_newW"];
{
_x ctrlSetPosition [_newX, _newY, _newW, _newH];
_x ctrlCommit 0.15;
} forEach [CTRL_HELP_BACK, _help];

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used update the things to 3D draw
*
* Arguments:
* None
*
* Return Value:
* None
*
* Examples:
* [] call ace_spectator_fnc_ui_updateIconsToDraw
*
* Public: No
*/
#include "script_component.hpp"
private _iconsToDraw = [];
private _entitiesToDraw = [];
{
private _vehicle = vehicle _x;
private _inVehicle = (_vehicle != _x);
private _distanceToCameraSqr = GVAR(camera) distanceSqr _x;
if (_distanceToCameraSqr <= DISTANCE_ICONS_SQR && { !_inVehicle || { _x == effectiveCommander _vehicle } }) then {
private _group = group _x;
private _groupSide = side _group;
private _groupName = groupId _group;
private _groupLeader = leader _group;
private _groupColor = [_groupSide] call BIS_fnc_sideColor;
// Calculate distance fade
(_distanceToCameraSqr call {
if (_this <= 250000) exitWith { // 500^2
[1, 4, -2.5, 0.04]
};
if (_this <= 1000000) exitWith { // 1000^2
[0.75, 3.5, -2.2, 0.035]
};
if (_this <= 2250000) exitWith { // 1500^2
[0.5, 3, -1.9, 0.03]
};
if (_this <= 4000000) exitWith { // 2000^2
[0.3, 2.5, -1.6, 0.025]
};
if (_this <= 6250000) exitWith { // 2500^2
[0.2, 2, -1.3, 0.02]
};
[0.15, 1.5, -1, 0.015]
}) params ["_fadeByDistance", "_sizeByDistance", "_heightByDistance", "_fontSizeByDistance"];
// Apply color fade
_groupColor set [3, _fadeByDistance];
private _name = ([_x] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
if !(isPlayer _x) then { _name = format ["%1: %2", localize "str_player_ai", _name]; };
if (_inVehicle) then {
private _crewCount = (({alive _x} count (crew _vehicle)) - 1);
if (_crewCount > 0) then {
_name = format ["%1 (+%2)", _name, _crewCount];
};
};
// Show unit name only if camera is near enough
if (_distanceToCameraSqr < DISTANCE_NAMES_SQR) then {
// Unit name
_iconsToDraw pushBack [_x, 2, [
"",
[1,1,1,1],
[0,0,0],
0,
_heightByDistance,
0,
_name,
2,
_fontSizeByDistance,
"PuristaMedium",
"center"
]];
} else {
if (_x == _groupLeader) then {
// Group name
_iconsToDraw pushBack [_x, 0, [
"",
[1,1,1,_fadeByDistance],
[0,0,0],
0,
_heightByDistance,
0,
_groupName,
2,
_fontSizeByDistance,
"PuristaMedium",
"center"
]];
};
};
if (_x == _groupLeader || { _inVehicle && { _x == effectiveCommander _vehicle } }) then {
// Group icon
_iconsToDraw pushBack [_x, 0, [
[_group, true] call FUNC(getGroupIcon),
_groupColor,
[0,0,0],
_sizeByDistance,
_sizeByDistance,
0,
"",
0,
0.035,
"PuristaMedium",
"center"
]];
};
// Draw unit icon
_iconsToDraw pushBack [_x, 1, [
[ICON_UNIT, ICON_REVIVE] select (NEEDS_REVIVE(_x)),
_groupColor,
[0,0,0],
_sizeByDistance,
_sizeByDistance,
0,
"",
0,
0.035,
"PuristaMedium",
"center"
]];
};
// Track entities themselves for use with fired EH
_entitiesToDraw pushBack _vehicle;
// Add fired EH for drawing and icon highlighting
if (GETVAR(_vehicle,GVAR(firedEH),-1) == -1) then {
SETVAR(_vehicle,GVAR(firedEH),_vehicle addEventHandler [ARR_2("Fired",{_this call FUNC(handleFired)})]);
};
nil // Speed loop
} count ([] call FUNC(getTargetEntities));
// Remove object locations that are now null
{
_x params ["_id", "_name", "", "_texture", "_pos"];
if ((_pos isEqualType objNull) && {isNull _pos}) then {
[_id] call FUNC(removeLocation);
} else {
if ((GVAR(camera) distanceSqr _pos) < DISTANCE_NAMES_SQR) then {
GVAR(locationsToDraw) pushBack [_pos, _name, _texture];
};
};
nil // Speed loop
} count (GVAR(locationsList));
GVAR(iconsToDraw) = _iconsToDraw;
GVAR(entitiesToDraw) = _entitiesToDraw;

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Updates spectator UI list of units/groups
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_updateListEntities
*
* Public: No
*/
#include "script_component.hpp"
private _newUnits = [];
private _newGroups = [];
// Always show the 4 main sides in this intuative order
private _newSides = [str west, str east, str resistance, str civilian];
private _newList = [
[west, str west, [west] call BIS_fnc_sideName, [west] call BIS_fnc_sideColor, []],
[east, str east, [east] call BIS_fnc_sideName, [east] call BIS_fnc_sideColor, []],
[resistance, str resistance, [resistance] call BIS_fnc_sideName, [resistance] call BIS_fnc_sideColor, []],
[civilian, str civilian, [civilian] call BIS_fnc_sideName, [civilian] call BIS_fnc_sideColor, []]
];
// Go through entity groups and cache information (include dead entities)
private _entities = [true] call FUNC(getTargetEntities);
{
// Add the group if new
private _group = _x;
if !(str _group in _newGroups) then {
// Include the group if it contains valid entities
private _entitiesGroup = units _group arrayIntersect _entities;
if !(_entitiesGroup isEqualTo []) then {
// Cache the info of valid units in the group
private _unitsInfo = [];
{
_newUnits pushBack ([_x] call BIS_fnc_objectVar);
private _name = ([_x] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
if !(isPlayer _x) then { _name = format ["%1: %2", localize "str_player_ai", _name]; };
_unitsInfo pushBack [
_x,
alive _x,
alive _x && { NEEDS_REVIVE(_x) },
_name
];
nil // Speed loop
} count _entitiesGroup;
// Cache the info of the group itself
private _groupTexture = [_group] call FUNC(getGroupIcon);
private _groupInfo = [_group, str _group, _groupTexture, groupID _group];
// Add the group to the correct side
private _side = side _group;
private _sideIndex = _newSides find (str _side);
// Add the side if new
if (_sideIndex < 0) then {
_newList pushBack [
_side,
str _side,
[_side] call BIS_fnc_sideName,
[_side] call BIS_fnc_sideColor,
[]
];
_sideIndex = _newSides pushBack (str _side);
};
// Add it to the right index
_newGroups pushBack (str _group);
((_newList select _sideIndex) select 4) pushBack [_groupInfo, _unitsInfo];
};
};
nil // Speed loop
} count allGroups;
// Whether an update to the list is required (really only if something changed)
if !(GVAR(curList) isEqualTo _newList) then {
private _ctrl = CTRL_LIST;
// Remove groups/units that are no longer there
for "_sideIndex" from ((_ctrl tvCount []) - 1) to 0 step -1 do {
for "_groupIndex" from ((_ctrl tvCount [_sideIndex]) - 1) to 0 step -1 do {
for "_unitIndex" from ((_ctrl tvCount [_sideIndex, _groupIndex]) - 1) to 0 step -1 do {
private _lookup = _newUnits find (_ctrl tvData [_sideIndex, _groupIndex, _unitIndex]);
if (_lookup < 0) then {
_ctrl tvDelete [_sideIndex, _groupIndex, _unitIndex];
} else {
_newUnits deleteAt _lookup;
};
};
private _lookup = _newGroups find (_ctrl tvData [_sideIndex, _groupIndex]);
if (_lookup < 0) then {
_ctrl tvDelete [_sideIndex, _groupIndex];
} else {
_newGroups deleteAt _lookup;
};
};
private _lookup = _newSides find (_ctrl tvData [_sideIndex]);
if (_lookup < 0) then {
_ctrl tvDelete [_sideIndex];
} else {
_newSides deleteAt _lookup;
};
};
// Hash location lookups, note hashing assumes unique side/group/unit data
private _sideDataToPathHash = [[], []];
private _groupDataToPathHash = [[], []];
private _unitDataToPathHash = [[], []];
for "_sideIndex" from 0 to ((_ctrl tvCount []) - 1) do {
(_sideDataToPathHash select 0) pushBack (_ctrl tvData [_sideIndex]);
(_sideDataToPathHash select 1) pushBack [_sideIndex];
for "_groupIndex" from 0 to ((_ctrl tvCount [_sideIndex]) - 1) do {
(_groupDataToPathHash select 0) pushBack (_ctrl tvData [_sideIndex, _groupIndex]);
(_groupDataToPathHash select 1) pushBack [_sideIndex, _groupIndex];
for "_unitIndex" from 0 to ((_ctrl tvCount [_sideIndex, _groupIndex]) - 1) do {
(_unitDataToPathHash select 0) pushBack (_ctrl tvData [_sideIndex, _groupIndex, _unitIndex]);
(_unitDataToPathHash select 1) pushBack [_sideIndex, _groupIndex, _unitIndex];
};
};
};
// Update/add the values
{
_x params ["_side", "_sideStr", "_sideTitle", "_sideColor", "_nestedGroupData"];
private _sideIndex = -1;
private _lookup = (_sideDataToPathHash select 0) find _sideStr;
if (_lookup < 0) then {
_sideIndex = _ctrl tvAdd [[], _sideTitle];
_ctrl tvSetData [[_sideIndex], _sideStr];
_ctrl tvExpand [_sideIndex];
} else {
// pop data out of hash to improve later lookups
(_sideDataToPathHash select 0) deleteAt _lookup;
private _path = (_sideDataToPathHash select 1) deleteAt _lookup;
_sideIndex = _path select 0;
_ctrl tvSetText [_path, _sideTitle];
};
{
_x params ["_groupInfo", "_nestedUnitData"];
_groupInfo params ["_group", "_groupStr", "_groupTexture", "_groupId"];
private _groupIndex = -1;
private _lookup = (_groupDataToPathHash select 0) find _groupStr;
if (_lookup < 0) then {
_groupIndex = _ctrl tvAdd [[_sideIndex], _groupId];
_ctrl tvSetData [[_sideIndex, _groupIndex], _groupStr];
_ctrl tvSetPicture [[_sideIndex, _groupIndex], _groupTexture];
_ctrl tvSetPictureColor [[_sideIndex, _groupIndex], _sideColor];
_ctrl tvSetTooltip [[_sideIndex, _groupIndex], _groupId];
_ctrl tvExpand [_sideIndex, _groupIndex];
} else {
// pop data out of hash to improve later lookups
(_groupDataToPathHash select 0) deleteAt _lookup;
private _path = (_groupDataToPathHash select 1) deleteAt _lookup;
_groupIndex = _path select 1;
_ctrl tvSetText [_path, _groupId];
_ctrl tvSetPicture [_path, _groupTexture];
_ctrl tvSetPictureColor [_path, _sideColor];
_ctrl tvSetTooltip [_path, _groupId];
};
{
_x params ["_unit", "_isAlive", "_isIncapacitated", "_name"];
// Show full name in tooltip + whether medic + whether engineer
private _tooltip = [[_unit] call EFUNC(common,getName)];
if ([_unit] call EFUNC(common,isMedic)) then { _tooltip pushBack (localize "str_support_medic"); };
if ([_unit] call EFUNC(common,isEngineer)) then { _tooltip pushBack (localize LSTRING(TooltipEngineer)); };
_tooltip = _tooltip joinString " - ";
private _texture = [_isAlive, _isIncapacitated, _unit] call {
params ["","","_unit"];
if !(_this select 0) exitWith { ICON_DEAD };
if (_this select 1) exitWith { ICON_REVIVE };
[vehicle _unit] call EFUNC(common,getVehicleIcon)
};
private _lookup = (_unitDataToPathHash select 0) find ([_unit] call BIS_fnc_objectVar);
if (_lookup < 0) then {
private _unitIndex = _ctrl tvAdd [[_sideIndex, _groupIndex], _name];
_ctrl tvSetData [[_sideIndex, _groupIndex, _unitIndex], [_unit] call BIS_fnc_objectVar];
_ctrl tvSetPicture [[_sideIndex, _groupIndex, _unitIndex], _texture];
_ctrl tvSetPictureColor [[_sideIndex, _groupIndex, _unitIndex], _sideColor];
_ctrl tvSetTooltip [[_sideIndex, _groupIndex, _unitIndex], _tooltip];
} else {
// pop data out of hash to improve later lookups
(_unitDataToPathHash select 0) deleteAt _lookup;
private _path = (_unitDataToPathHash select 1) deleteAt _lookup;
_ctrl tvSetText [_path, _name];
_ctrl tvSetPicture [_path, _texture];
_ctrl tvSetPictureColor [_path, _sideColor];
_ctrl tvSetTooltip [_path, _tooltip];
};
nil // Speed loop
} count _nestedUnitData;
nil // Speed loop
} count _nestedGroupData;
nil // Speed loop
} count _newList;
// Store the new list as the current list
GVAR(curList) = _newList;
};
// Update focus if required
[] call FUNC(ui_updateListFocus);

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Function used to update the list current selection
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_updateListFocus
*
* Public: No
*/
#include "script_component.hpp"
// Don't update list when in location mode or focus is a location
if (!GVAR(camOnLocation) && {GVAR(uiListType) != LIST_LOCATIONS}) then {
CTRL_LIST tvSetCurSel ([[GVAR(camTarget)] call BIS_fnc_objectVar] call FUNC(ui_getTreeDataIndex));
};

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/*
* Author: Nelson Duarte, AACO, SilentSpike
* Updates spectator UI list of locations
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_updateListLocations
*
* Public: No
*/
#include "script_component.hpp"
private _newLocations = [];
private _newList = GVAR(locationsList);
// Whether an update to the list is required (really only if something changed)
if !(GVAR(curList) isEqualTo _newList) then {
private _ctrl = CTRL_LIST;
// Remove locations that are no longer there
for "_locationIndex" from ((_ctrl tvCount []) - 1) to 0 step -1 do {
private _lookup = _newLocations find (_ctrl tvData [_locationIndex]);
if (_lookup < 0) then {
_ctrl tvDelete [_locationIndex];
} else {
_newLocations deleteAt _lookup;
};
};
// Hash location lookups, note hashing assumes unique location data
private _locationDataToPathHash = [[], []];
for "_locationIndex" from 0 to ((_ctrl tvCount []) - 1) do {
(_locationDataToPathHash select 0) pushBack (_ctrl tvData [_locationIndex]);
(_locationDataToPathHash select 1) pushBack [_locationIndex];
};
{
_x params ["_id", "_name", "_description", "_texture"];
private _lookup = (_locationDataToPathHash select 0) find _id;
if (_lookup < 0) then {
private _locationIndex = _ctrl tvAdd [[], _name];
_ctrl tvSetData [[_locationIndex], _id];
_ctrl tvSetPicture [[_locationIndex], _texture];
_ctrl tvSetPictureColor [[_locationIndex], [1,1,1,1]];
_ctrl tvSetTooltip [[_locationIndex], _description];
} else {
// pop data out of hash to improve later lookups
(_locationDataToPathHash select 0) deleteAt _lookup;
private _path = (_locationDataToPathHash select 1) deleteAt _lookup;
_ctrl tvSetText [_path, _name];
_ctrl tvSetPicture [_path, _texture];
_ctrl tvSetPictureColor [_path, [1,1,1,1]];
_ctrl tvSetTooltip [_path, _description];
};
nil // Speed loop
} count _newList;
GVAR(curList) = _newList;
};

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/*
* Author: Nelson Duarte, SilentSpike
* Updates spectator UI unit info widget
*
* Arguments:
* None
*
* Return Value:
* None
*
* Example:
* [] call ace_spectator_fnc_ui_updateWidget
*
* Public: No
*/
#include "script_component.hpp"
#define IMG_COMMANDER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCommander_ca.paa"
#define IMG_DRIVER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageDriver_ca.paa"
#define IMG_GUNNER "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageGunner_ca.paa"
#define IMG_CARGO "a3\Ui_f\data\IGUI\Cfg\CommandBar\imageCommander_ca.paa"
// Hide if no target, or target is a location or widget is toggled off
if (!GVAR(uiWidgetVisible) || {GVAR(camOnLocation)} || {isNull GVAR(camTarget)}) exitWith {CTRL_WIDGET ctrlShow false};
private _focus = GVAR(camTarget);
private _name = ([_focus] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
if !(isPlayer _focus) then { _name = format ["%1: %2", localize "str_player_ai", _name]; };
private _unitTypePicture = [_focus] call EFUNC(common,getVehicleIcon);
private _vehicleTypePicture = getText (configFile >> "CfgVehicles" >> typeOf vehicle _focus >> "Picture");
private _insigniaTexture = ["GetGroupTexture", [group _focus]] call BIS_fnc_dynamicGroups;
private _weapon = currentWeapon _focus;
private _weaponPicture = if (_weapon != "") then {
getText (configFile >> "CfgWeapons" >> _weapon >> "Picture");
} else {
if (_focus != vehicle _focus) then {
if (commander vehicle _focus == _focus) exitWith {IMG_COMMANDER};
if (driver vehicle _focus == _focus) exitWith {IMG_DRIVER};
if (gunner vehicle _focus == _focus) exitWith {IMG_GUNNER};
IMG_CARGO
} else {""};
};
(getPlayerScores _focus) params [["_kills",0,[0]], ["_softKills",0,[0]], ["_armoredKills",0,[0]], ["_airKills",0,[0]], ["_deaths",0,[0]], ["_total",0,[0]]];
CTRL_WIDGET_NAME ctrlSetText _name;
CTRL_WIDGET_AVATAR ctrlSetText _insigniaTexture;
CTRL_WIDGET_KILLS ctrlSetText str _kills;
CTRL_WIDGET_LAND ctrlSetText str _softKills;
CTRL_WIDGET_ARMORED ctrlSetText str _armoredKills;
CTRL_WIDGET_AIR ctrlSetText str _airKills;
CTRL_WIDGET_DEATHS ctrlSetText str _deaths;
CTRL_WIDGET_TOTAL ctrlSetText str _total;
CTRL_WIDGET_WEAPON ctrlSetText _weaponPicture;
CTRL_WIDGET_UNIT ctrlSetText (["",_unitTypePicture] select (vehicle _focus == _focus));
CTRL_WIDGET_UNIT ctrlShow (vehicle _focus == _focus);
CTRL_WIDGET_VEHICLE ctrlSetText (["",_vehicleTypePicture] select (vehicle _focus != _focus));
CTRL_WIDGET_VEHICLE ctrlShow (vehicle _focus != _focus);
CTRL_WIDGET_WEAPON ctrlShow (_weaponPicture != "");
CTRL_WIDGET_WEAPON_BACK ctrlShow (_weaponPicture != "");
// Handle widget toggling
if !(ctrlShown CTRL_WIDGET) then {
CTRL_WIDGET ctrlShow true;
};

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@ -3,8 +3,10 @@
* Adds or removes spectator camera modes from the selection available to the local player.
* Possible camera modes are:
* - 0: Free
* - 1: Internal
* - 2: External
* - 1: First person
* - 2: Follow
*
* Default selection is [0,1,2]
*
* Arguments:
* 0: Camera modes to add <ARRAY>
@ -31,7 +33,7 @@ private ["_newModes","_currentModes"];
_currentModes = GVAR(availableModes);
// Restrict additions to only possible values
_newModes = _addModes arrayIntersect [0,1,2];
_newModes = _addModes arrayIntersect ALL_MODES;
_newModes append (_currentModes - _removeModes);
_newModes = _newModes arrayIntersect _newModes;
@ -39,14 +41,19 @@ _newModes sort true;
// Can't become an empty array
if (_newModes isEqualTo []) then {
["Cannot remove all camera modes (%1)", QFUNC(updateCameraModes)] call BIS_fnc_error;
WARNING("Cannot remove all spectator camera modes");
} else {
GVAR(availableModes) = _newModes;
};
// Update camera in case of change
if (GVAR(isSet)) then {
[] call FUNC(transitionCamera);
if !(isNil QGVAR(camera)) then {
// If mode was free and no longer available, find a focus
if (!(MODE_FREE in _newModes) && {GVAR(camMode) == MODE_FREE} && {isNull GVAR(camTarget) || GVAR(camOnLocation)}) then {
[true] call FUNC(setFocus);
};
[GVAR(camMode)] call FUNC(cam_setCameraMode);
};
_newModes

View File

@ -1,7 +1,6 @@
/*
* Author: SilentSpike
* Adds or removes sides from the selection available to spectate by the local player.
* Note that the side filter setting is applied to the available sides dynamically.
* Adds or removes sides from the selection available to spectate. Local effect.
*
* Default selection is [west,east,resistance,civilian]
*
@ -10,10 +9,10 @@
* 1: Sides to remove <ARRAY>
*
* Return Value:
* Spectatable sides <ARRAY>
* Sides available <ARRAY>
*
* Example:
* [[west], [east,civilian]] call ace_spectator_fnc_updateSpectatableSides
* [[west], [east,civilian]] call ace_spectator_fnc_updateSides
*
* Public: Yes
*/

View File

@ -1,69 +1,40 @@
/*
* Author: SilentSpike
* Adds units to spectator whitelist/blacklist and refreshes the filter units
* Adds and removed units from the spectator list. Local effect.
*
* Arguments:
* 0: Units to add to the whitelist <ARRAY>
* 1: Use blacklist <BOOL> (default: false)
* 0: Units to show in the list <ARRAY>
* 1: Units to hide in the list <ARRAY>
*
* Return Value:
* None <NIL>
*
* Example:
* [allUnits,true] call ace_spectator_fnc_updateUnits
* [allPlayers, [player]] call ace_spectator_fnc_updateUnits
*
* Public: Yes
*/
#include "script_component.hpp"
params [["_newUnits",[],[[]]],["_blacklist",false,[false]]];
// Function only matters on player clients
if (!hasInterface) exitWith {};
// If adding to a list we can exit here, since it won't show up until the UI refreshes anyway
if !(_newUnits isEqualTo []) exitWith {
if (_blacklist) then {
GVAR(unitWhitelist) = GVAR(unitWhitelist) - _newUnits;
GVAR(unitBlacklist) append _newUnits;
} else {
GVAR(unitBlacklist) = GVAR(unitBlacklist) - _newUnits;
GVAR(unitWhitelist) append _newUnits;
params [["_addUnits",[],[[]]], ["_removeUnits",[],[[], true]]];
// Deprecated parameter (remember to remove bool from params when removed)
if (_removeUnits isEqualType true) then {
ACE_DEPRECATED("Boolean parameter","3.12.0","array (see function header or doc)");
if (_removeUnits) then {
_removeUnits = _addUnits;
_addUnits = [];
};
};
// Unit setting filter
private _newUnits = [[],allPlayers,playableUnits,allUnits] select GVAR(filterUnits);
// Add to the whitelist and prevent list overlap
GVAR(unitBlacklist) = GVAR(unitBlacklist) - _addUnits;
GVAR(unitWhitelist) append _addUnits;
// Side setting filter
private _sideFilter = [
{_x == (side group player)},
{(_x getFriend (side group player)) >= 0.6},
{(_x getFriend (side group player)) < 0.6},
{true}
] select GVAR(filterSides);
private _filteredSides = GVAR(availableSides) select _sideFilter;
// Filter units and append to list
private _filteredUnits = (_newUnits - GVAR(unitBlacklist)) select {
(alive _x) &&
{(_x isKindOf "CAManBase")} &&
{(side group _x) in _filteredSides} && // Side filter
{simulationEnabled _x} &&
{!(_x getVariable [QGVAR(isStaged), false])} // Who watches the watchmen?
};
_filteredUnits append GVAR(unitWhitelist);
// Cache icons and colour for drawing
private _filteredGroups = [];
{
// Intentionally re-applied to units in case their status changes
[_x] call FUNC(cacheUnitInfo);
_filteredGroups pushBackUnique (group _x);
} forEach _filteredUnits;
// Replace previous lists entirely (removes any no longer valid)
GVAR(groupList) = _filteredGroups;
GVAR(unitList) = _filteredUnits arrayIntersect _filteredUnits;
// Blacklist overrides the whitelist
GVAR(unitWhitelist) = GVAR(unitWhitelist) - _removeUnits;
GVAR(unitBlacklist) append _removeUnits;

View File

@ -1,7 +1,7 @@
/*
* Author: SilentSpike
* Adds or removes spectator vision modes from the selection available to the local player.
* The default selection is [-2,-1,0,1].
*
* Possible vision modes are:
* - -2: Normal
* - -1: Night vision
@ -14,6 +14,8 @@
* - 6: White Hot / Darker Red Cold
* - 7: Thermal (Shade of Red and Green, Bodies are white)
*
* Default selection is [-2,-1,0,1]
*
* Arguments:
* 0: Vision modes to add <ARRAY>
* 1: Vision modes to remove <ARRAY>
@ -47,14 +49,14 @@ _newModes sort true;
// Can't become an empty array
if (_newModes isEqualTo []) then {
["Cannot remove all vision modes (%1)", QFUNC(updateVisionModes)] call BIS_fnc_error;
WARNING("Cannot remove all spectator vision modes");
} else {
GVAR(availableVisions) = _newModes;
};
// Update camera in case of change
if (GVAR(isSet)) then {
[] call FUNC(transitionCamera);
if !(isNil QGVAR(camera)) then {
[GVAR(camVision)] call FUNC(cam_setVisionMode);
};
_newModes

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