Split into functions (for future caching)

This commit is contained in:
PabstMirror 2015-05-02 23:13:35 -05:00
parent d2fdeb5e96
commit d4225e03d2
5 changed files with 198 additions and 155 deletions

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@ -18,7 +18,7 @@ GVAR(ParsedTextCached) = [];
addMissionEventHandler ["Draw3D", DFUNC(render)];
//Add Actions to Houses:
["interactMenuOpened", {_this call FUNC(addHouseActions)}] call EFUNC(common,addEventHandler);
["interactMenuOpened", {_this call FUNC(userActions_addHouseActions)}] call EFUNC(common,addEventHandler);
// This spawn is probably worth keeping, as pfh don't work natively on the briefing screen and IDK how reliable the hack we implemented for them is.
// The thread dies as soon as the mission start, so it's not really compiting for scheduler space.

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@ -4,7 +4,6 @@ ADDON = false;
PREP(addActionToClass);
PREP(addActionToObject);
PREP(addHouseActions);
PREP(compileMenu);
PREP(compileMenuSelfAction);
PREP(collectActiveActionTree);
@ -26,6 +25,12 @@ PREP(renderSelector);
PREP(setupTextColors);
PREP(splitPath);
PREP(userActions_addHouseActions);
PREP(userActions_getHouseActions);
GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = false;
GVAR(keyDownTime) = 0;

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@ -1,153 +0,0 @@
/*
* Author: PabstMirror
* Scans for nearby "Static" objects (buildings) and adds the UserActions to them.
* Called when interact_menu starts rendering (from "interact_keyDown" event)
*
* Arguments:
* Interact Menu Type (0 - world, 1 - self) <NUMBER>
*
* Return Value:
* Nothing
*
* Example:
* [0] call ace_interact_menu_fnc_addHouseActions
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_interactionType);
//Ignore self-interaction menu:
if (_interactionType != 0) exitWith {};
//Ignore when mounted:
if ((vehicle ACE_player) != ACE_player) exitWith {};
[{
private ["_fncStatement", "_player", "_fncCondition", "_variable", "_theHouse", "_statement", "_condition", "_configPath", "_displayName", "_displayNameDefault", "_iconImage", "_position", "_maxDistance", "_helperObject", "_actionOffset", "_memPoint", "_object", "_count", "_helperPos", "_action"];
PARAMS_2(_args,_pfID);
EXPLODE_4_PVT(_args,_setPosition,_addedHelpers,_housesScaned,_houseBeingScaned);
if (!EGVAR(interact_menu,keyDown)) then {
{deleteVehicle _x;} forEach _addedHelpers;
[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent Rare Error when ending mission with interact key down:
if (isNull ace_player) exitWith {};
//If player moved >5 meters from last pos, then rescan
if (((getPosASL ace_player) distance _setPosition) < 5) exitWith {};
// systemChat str _houseBeingScaned;
if (_houseBeingScaned isEqualTo []) then {
_houseWasScaned = false;
{
_theHouse = _x;
if (!(_theHouse in _housesScaned)) exitWith {
_houseWasScaned = true;
_housesScaned pushBack _x;
if ((typeOf _theHouse) != "") then {
_configPath = (configFile >> "CfgVehicles" >> (typeOf _theHouse));
if (isClass (_configPath >> "UserActions")) then {
_args set [3, [_theHouse, 0, []]];
};
};
};
// Need to scan fairly far, because houses are big. You can be 25m from center of building but right next to a door.
} forEach nearestObjects [ace_player, ["Static"], 30];
if (!_houseWasScaned) then {
_args set [0, (getPosASL ace_player)];
};
} else {
EXPLODE_3_PVT(_houseBeingScaned,_theHouse,_index,_houseHelpers);
_configPath = configFile >> "CfgVehicles" >> (typeOf _theHouse) >> "UserActions";
if (_index < ((count _configPath) - 1)) then {
_actionPath = _configPath select _index;
_fncStatement = {
PARAMS_3(_target,_player,_variable);
EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
this = _theHouse; //this feels dirty
call _statement;
};
_fncCondition = {
PARAMS_3(_target,_player,_variable);
EXPLODE_3_PVT(_variable,_theHouse,_statement,_condition);
this = _theHouse; //this feels dirty
call _condition;
};
_displayName = getText (_actionPath >> "displayName");
_displayNameDefault = getText (_actionPath >> "displayNameDefault");
_position = getText (_actionPath >> "position");
_condition = getText (_actionPath >> "condition");
_statement = getText (_actionPath >> "statement");
_maxDistance = getNumber (_actionPath >> "radius");
if (_displayName == "") then {_displayName = (configName _x);};
if (_position == "") then {ERROR("Bad Position");};
if (_condition == "") then {_condition = "true";};
if (_statement == "") then {ERROR("No Statement");};
_statement = compile _statement;
_condition = compile _condition;
_maxDistance = _maxDistance + 0.1; //increase range slightly
_iconImage = "";
if (_displayNameDefault != "") then {
//something like: "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
//find the end [.paa']
_endIndex = _displayNameDefault find ".paa'";
if (_endIndex == -1) exitWith {};
_startIndex = _endIndex - 1;
_endIndex = _endIndex + 4;
//work backwards to find the starting [']
while {(_startIndex > 0) && {_iconImage == ""}} do {
if ((_displayNameDefault select [_startIndex, 1]) == "'") then {
_startIndex = _startIndex + 1;
_iconImage = _displayNameDefault select [_startIndex, (_endIndex - _startIndex)];
};
_startIndex = _startIndex - 1;
};
};
//Find a helper object, if one exists on the selection position
_helperObject = objNull;
_actionOffset = [0,0,0];
{
EXPLODE_3_PVT(_x,_memPoint,_object,_count);
if (_memPoint == _position) exitWith {
_helperObject = _object;
//make sure actions don't overlap (although they are usualy mutually exclusive)
_actionOffset = [0,0,(_count * 0.05)];
_x set [2, (_count + 1)];
};
} forEach _houseHelpers;
if (isNull _helperObject) then {
_helperObject = "Sign_Sphere25cm_F" createVehicleLocal (getpos _theHouse);
_houseHelpers pushBack [_position, _helperObject, 1];
_helperPos = _theHouse modelToWorld (_theHouse selectionPosition _position);
//ASL/ATL bullshit:
if (surfaceIsWater _helperPos) then {
_helperObject setPosAslw _helperPos;
} else {
_helperObject setPos _helperPos;
};
_helperObject hideObject true;
_addedHelpers pushBack _helperObject;
TRACE_3("Making New Helper %1",_helperObject,_helperPos,_theHouse);
};
_action = [(configName _actionPath), _displayName, _iconImage, _fncStatement, _fncCondition, {}, [_theHouse, _statement, _condition], _actionOffset, _maxDistance] call EFUNC(interact_menu,createAction);
[_helperObject, 0, [],_action] call EFUNC(interact_menu,addActionToObject);
_index = _index + 1;
_args set [3, [_theHouse, _index, _houseHelpers]];
} else {
_args set [3, []];
};
};
};
}, 0, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], [], []]] call CBA_fnc_addPerFrameHandler;

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@ -0,0 +1,101 @@
/*
* Author: PabstMirror
* Scans for nearby "Static" objects (buildings) and adds the UserActions to them.
* Called when interact_menu starts rendering (from "interact_keyDown" event)
*
* Arguments:
* 0: Interact Menu Type (0 - world, 1 - self) <NUMBER>
*
* Return Value:
* Nothing
*
* Example:
* [0] call ace_interact_menu_fnc_addHouseActions
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_interactionType);
//Ignore self-interaction menu:
if (_interactionType != 0) exitWith {};
//Ignore when mounted:
if ((vehicle ACE_player) != ACE_player) exitWith {};
systemChat format ["starting %1", diag_tickTime];
[{
private ["_fncStatement", "_player", "_fncCondition", "_variable", "_theHouse", "_statement", "_condition", "_configPath", "_displayName", "_displayNameDefault", "_iconImage", "_position", "_maxDistance", "_helperObject", "_actionOffset", "_memPoint", "_object", "_count", "_helperPos", "_action"];
PARAMS_2(_args,_pfID);
EXPLODE_4_PVT(_args,_setPosition,_addedHelpers,_housesScaned,_houseBeingScaned);
if (!EGVAR(interact_menu,keyDown)) then {
{deleteVehicle _x;} forEach _addedHelpers;
[_pfID] call CBA_fnc_removePerFrameHandler;
} else {
// Prevent Rare Error when ending mission with interact key down:
if (isNull ace_player) exitWith {};
//If player moved >5 meters from last pos, then rescan
if (((getPosASL ace_player) distance _setPosition) < 5) exitWith {};
//Make the common case fast (looking at a door):
if ((!isNull cursorTarget) && {cursorTarget isKindOf "Static"} && {!(cursorTarget in _housesScaned)}) then {
_houseBeingScaned = cursorTarget;
_housesScaned pushBack _houseBeingScaned;
};
if (isNull _houseBeingScaned) then {
_houseWasScaned = false;
_nearBuidlings = nearestObjects [ace_player, ["Static"], 30];
{
_theHouse = _x;
if (!(_theHouse in _housesScaned)) exitWith {
_houseWasScaned = true;
_housesScaned pushBack _x;
if ((typeOf _theHouse) != "") then {
_configPath = (configFile >> "CfgVehicles" >> (typeOf _theHouse));
if (isClass (_configPath >> "UserActions")) then {
_args set [3, _theHouse];
};
};
};
// Need to scan fairly far, because houses are big. You can be 25m from center of building but right next to a door.
} forEach _nearBuidlings;
//If we finished scanning everything, update position
if (!_houseWasScaned) then {
systemChat format ["Pos Updated (stable): %1", diag_tickTime];
_args set [0, (getPosASL ace_player)];
};
} else {
_actionSet = [(typeOf _houseBeingScaned)] call FUNC(userActions_getHouseActions);
EXPLODE_2_PVT(_actionSet,_memPoints,_memPointsActions);
// systemChat format ["Add Actions for [%1] (%2)", _houseBeingScaned, (count _memPoints)];
{
_helperObject = "Sign_Sphere25cm_F" createVehicleLocal (getpos _houseBeingScaned);
_addedHelpers pushBack _helperObject;
_helperObject setVariable [QGVAR(building), _houseBeingScaned];
//ASL/ATL bullshit (note: attachTo doesn't work on buildings)
_helperPos = _houseBeingScaned modelToWorld (_houseBeingScaned selectionPosition _x);
if (surfaceIsWater _helperPos) then {
_helperObject setPosAslw _helperPos;
} else {
_helperObject setPos _helperPos;
};
_helperObject hideObject true;
TRACE_3("Making New Helper",_helperObject,_x,_houseBeingScaned);
{
[_helperObject, 0, [], _x] call EFUNC(interact_menu,addActionToObject);
} forEach (_memPointsActions select _forEachIndex);
} forEach _memPoints;
_args set [3, objNull];
};
};
}, 0, [((getPosASL ace_player) vectorAdd [-100,0,0]), [], [], objNull]] call CBA_fnc_addPerFrameHandler;

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@ -0,0 +1,90 @@
/*
* Author: PabstMirror
* Scans for nearby "Static" objects (buildings) and adds the UserActions to them.
* Called when interact_menu starts rendering (from "interact_keyDown" event)
*
* Arguments:
* 0: Building Classname <STRING>
*
* Return Value:
* [[Array of MemPoints], [Array Of Actions]]
*
* Public: Yes
*/
#include "script_component.hpp"
PARAMS_1(_typeOfBuilding);
_memPoints = [];
_memPointsActions = [];
_configPath = configFile >> "CfgVehicles" >> _typeOfBuilding >> "UserActions";
_fncStatement = {
PARAMS_3(_target,_player,_variable);
EXPLODE_2_PVT(_variable,_actionStatement,_actionCondition);
this = _target getVariable [QGVAR(building), objNull];
call _actionStatement;
};
_fncCondition = {
PARAMS_3(_target,_player,_variable);
EXPLODE_2_PVT(_variable,_actionStatement,_actionCondition);
this = _target getVariable [QGVAR(building), objNull];
call _actionCondition;
};
for "_index" from 0 to ((count _configPath) - 1) do {
_actionPath = _configPath select _index;
_actionDisplayName = getText (_actionPath >> "displayName");
_actionDisplayNameDefault = getText (_actionPath >> "displayNameDefault");
_actionPosition = getText (_actionPath >> "position");
_actionCondition = getText (_actionPath >> "condition");
_actionStatement = getText (_actionPath >> "statement");
_actionMaxDistance = getNumber (_actionPath >> "radius");
if (_actionDisplayName == "") then {_actionDisplayName = (configName _x);};
if (_actionPosition == "") then {ERROR("Bad Position");};
if (_actionCondition == "") then {_actionCondition = "true";};
if (_actionStatement == "") then {ERROR("No Statement");};
_actionStatement = compile _actionStatement;
_actionCondition = compile _actionCondition;
_actionMaxDistance = _actionMaxDistance + 0.5; //increase range slightly
_iconImage = "";
//todo: extension? (~75% of time doing this string shit!)
if (_actionDisplayNameDefault != "") then {
//something like: "<img image='\A3\Ui_f\data\IGUI\Cfg\Actions\open_door_ca.paa' size='2.5' />";
//find the end [.paa']
_endIndex = _actionDisplayNameDefault find ".paa'";
if (_endIndex == -1) exitWith {};
_startIndex = _endIndex - 1;
_endIndex = _endIndex + 4;
//work backwards to find the starting [']
while {(_startIndex > 0) && {_iconImage == ""}} do {
if ((_actionDisplayNameDefault select [_startIndex, 1]) == "'") then {
_startIndex = _startIndex + 1;
_iconImage = _actionDisplayNameDefault select [_startIndex, (_endIndex - _startIndex)];
};
_startIndex = _startIndex - 1;
};
};
_memPointIndex = _memPoints find _actionPosition;
_actionOffset = [0,0,0];
if (_memPointIndex == -1) then {
_memPointIndex = count _memPoints;
_memPoints pushBack _actionPosition;
_memPointsActions pushBack [];
} else {
_actionOffset set [2, 0.05 * (count (_memPointsActions select _memPointIndex))];
};
_action = [(configName _actionPath), _actionDisplayName, _iconImage, _fncStatement, _fncCondition, {}, [_actionStatement, _actionCondition], _actionOffset, _actionMaxDistance, [false,false,false,false,true]] call EFUNC(interact_menu,createAction);
(_memPointsActions select _memPointIndex) pushBack _action;
};
[_memPoints, _memPointsActions]