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Merge pull request #162 from KoffeinFlummi/interactionOptimization
Interaction Menu plumbing
This commit is contained in:
commit
e44e13d1b8
@ -4,14 +4,8 @@
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_fnc = {
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_this call FUNC(render);
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};
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// [_fnc, 0, []] call cba_fnc_addPerFrameHandler;
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addMissionEventHandler ["Draw3D", _fnc];
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_fnc = {
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_this call FUNC(probe);
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};
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[_fnc, 0.5, []] call cba_fnc_addPerFrameHandler;
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["ACE3",
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"Interact Key",
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{_this call FUNC(keyDown)},
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@ -9,15 +9,13 @@ PREP(keyDown);
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PREP(keyDownSelfAction);
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PREP(keyUp);
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PREP(keyUpSelfAction);
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PREP(probe);
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PREP(removeAction);
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PREP(render);
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PREP(renderIcon);
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PREP(renderMenu);
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PREP(rotateVectLine);
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PREP(rotateVectLineGetMap);
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GVAR(toRender) = [];
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PREP(updateVecLineMap);
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GVAR(keyDown) = false;
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GVAR(keyDownSelfAction) = false;
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@ -30,11 +28,7 @@ GVAR(selectedAction) = {};
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GVAR(actionSelected) = false;
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GVAR(selectedTarget) = objNull;
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GVAR(filter) = [];
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GVAR(menuDepthPath) = [];
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GVAR(renderDepth) = 0;
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GVAR(lastRenderDepth) = 0;
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GVAR(vecLineMap) = [];
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GVAR(lastPos) = [0,0,0];
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@ -44,13 +38,10 @@ GVAR(lastPath) = [];
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GVAR(expanded) = false;
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GVAR(maxRenderDepth) = 0;
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GVAR(startHoverTime) = diag_tickTime;
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GVAR(iconCtrls) = [];
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GVAR(iconCount) = 0;
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GVAR(objectActionsHash) = HASH_CREATE;
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GVAR(uidCounter) = 0;
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ADDON = true;
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@ -1,39 +1,40 @@
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/*
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* Author: commy2 and NouberNou
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* Add an ACE action to an object or inside a parent action. Note: This function is NOT global.
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* Author: commy2, NouberNou and CAA-Picard
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* Add an ACE action to an object, under a certain config path
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* Note: This function is NOT global.
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*
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* Argument:
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* 0: Object the action should be assigned to or parent action <OBJECT> or <ARRAY>
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* 1: Name of the action shown in the menu <STRING>
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* 2: Icon <STRING>
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* 3: Position (Position or Selection Name) <POSITION> or <STRING>
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* 4: Statement <CODE>
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* 5: Condition <CODE>
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* 6: Distance <NUMBER>
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* 0: Object the action should be assigned to <OBJECT>
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* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
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* 2: Full path of the new action <ARRAY>
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* 3: Name of the action shown in the menu <STRING>
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* 4: Icon <STRING>
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* 5: Position (Position or Selection Name) <POSITION> or <STRING>
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* 6: Statement <CODE>
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* 7: Condition <CODE>
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* 8: Distance <NUMBER>
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*
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* Return value:
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* The entry array, which can be used to remove the entry, or add children entries <ARRAY>.
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* The entry full path, which can be used to remove the entry, or add children entries <ARRAY>.
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*
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* Example:
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* [cursorTarget,0,["ACE_TapShoulderRight","VulcanPinch"],"Vulcan Pinch","",[0,0,0],{_target setDamage 1;},{true},100] call ace_interact_menu_fnc_addAction;
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*
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* Public: No
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*/
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#include "script_component.hpp"
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EXPLODE_7_PVT(_this,_object,_displayName,_icon,_position,_statement,_condition,_distance);
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EXPLODE_9_PVT(_this,_object,_typeNum,_fullPath,_displayName,_icon,_position,_statement,_condition,_distance);
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private ["_varName","_actions"];
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private ["_actions","_entry"];
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_actions = [];
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if(IS_OBJECT(_object)) then {
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_actions = _object getVariable [QUOTE(GVAR(actionData)), []];
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if((count _actions) == 0) then {
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_object setVariable [QUOTE(GVAR(actionData)), _actions]
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};
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} else {
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if(IS_ARRAY(_object)) then {
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_actions = _object select 6;
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};
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_varName = [QGVAR(actions),QGVAR(selfActions)] select _typeNum;
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_actions = _object getVariable [_varName, []];
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if((count _actions) == 0) then {
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_object setVariable [_varName, _actions];
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};
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private "_entry";
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_entry = [
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_displayName,
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_icon,
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@ -42,8 +43,11 @@ _entry = [
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_condition,
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_distance,
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[],
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GVAR(uidCounter)
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GVAR(uidCounter),
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+ _fullPath
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];
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GVAR(uidCounter) = GVAR(uidCounter) + 1;
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_actions pushBack _entry;
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_entry;
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_fullPath
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@ -1,6 +1,6 @@
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/*
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* Author: NouberNou
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* Compile the action menu from config for a given object.
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* Author: NouberNou and CAA-Picard
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* Compile the action menu from config for an object's class
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*
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* Argument:
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* 0: Object <OBJECT>
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@ -14,31 +14,21 @@
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EXPLODE_1_PVT(_this,_object);
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/*
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[
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[
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"Launch",
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"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
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[0,0,0],
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{ (_this select 0) setVelocity [0,0,10]; },
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{ true },
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1,
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[]
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]
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]
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*/
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private ["_objectType","_recurseFnc","_actions"];
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private ["_objectType","_actionsVarName"];
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_objectType = typeOf _object;
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_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
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_actionsVarName = format [QGVAR(Act_%1), _objectType];
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// Exit if the action menu is already compiled for this class
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if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
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private "_recurseFnc";
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_recurseFnc = {
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private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
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"_enableInside", "_children", "_entry", "_actionsCfg"];
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"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
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EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
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_actions = [];
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_actionsCfg = _this select 0;
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for "_i" from 0 to (count _actionsCfg)-1 do {
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for "_i" from 0 to (count _actionsCfg) - 1 do {
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_entryCfg = _actionsCfg select _i;
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if(isClass _entryCfg) then {
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_displayName = getText (_entryCfg >> "displayName");
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@ -58,8 +48,12 @@ _recurseFnc = {
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_showDisabled = getNumber (_entryCfg >> "showDisabled");
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_enableInside = getNumber (_entryCfg >> "enableInside");
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_fullPath = (+ _parentPath);
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_fullPath pushBack (configName _entryCfg);
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_condition = compile _condition;
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_children = [_entryCfg] call _recurseFnc;
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_children = [_entryCfg, _fullPath] call _recurseFnc;
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_entry = [
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_displayName,
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_icon,
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@ -68,8 +62,10 @@ _recurseFnc = {
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_condition,
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_distance,
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_children,
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GVAR(uidCounter)
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GVAR(uidCounter),
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_fullPath
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];
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GVAR(uidCounter) = GVAR(uidCounter) + 1;
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_actions pushBack _entry;
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};
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@ -77,6 +73,23 @@ _recurseFnc = {
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_actions
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};
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_actions = [_actionsCfg] call _recurseFnc;
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private "_actionsCfg";
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_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
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_object setVariable [QUOTE(GVAR(actionData)), _actions];
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missionNamespace setVariable [_actionsVarName, [_actionsCfg, []] call _recurseFnc];
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/*
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[
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[
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"My Action",
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"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
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[0,0,0],
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{ (_this select 0) setVelocity [0,0,10]; },
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{ true },
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1,
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[],
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uid,
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["MainActions","TeamManagement","MyAction"]
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]
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]
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*/
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@ -1,6 +1,6 @@
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/*
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* Author: NouberNou and CAA-Picard
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* Compile the self action menu from config for a given object.
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* Compile the self action menu from config for an object's class
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*
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* Argument:
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* 0: Object <OBJECT>
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@ -14,34 +14,25 @@
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EXPLODE_1_PVT(_this,_object);
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/*
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[
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[
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"Launch",
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"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
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[0,0,0],
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{ (_this select 0) setVelocity [0,0,10]; },
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{ true },
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1,
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[]
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]
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]
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*/
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private ["_objectType","_recurseFnc","_actions"];
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private ["_objectType","_actionsVarName"];
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_objectType = typeOf _object;
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_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
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_actionsVarName = format [QGVAR(SelfAct_%1), _objectType];
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// Exit if the action menu is already compiled for this class
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if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
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private "_recurseFnc";
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_recurseFnc = {
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private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_condition", "_showDisabled",
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"_enableInside", "_children", "_entry", "_actionsCfg"];
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private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
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"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
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EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
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_actions = [];
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_actionsCfg = _this select 0;
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for "_i" from 0 to (count _actionsCfg)-1 do {
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for "_i" from 0 to (count _actionsCfg) - 1 do {
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_entryCfg = _actionsCfg select _i;
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if(isClass _entryCfg) then {
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_displayName = getText (_entryCfg >> "displayName");
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_icon = getText (_entryCfg >> "icon");
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_statement = compile (getText (_entryCfg >> "statement"));
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@ -54,8 +45,12 @@ _recurseFnc = {
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_showDisabled = getNumber (_entryCfg >> "showDisabled");
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_enableInside = getNumber (_entryCfg >> "enableInside");
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_fullPath = (+ _parentPath);
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_fullPath pushBack (configName _entryCfg);
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_condition = compile _condition;
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_children = [_entryCfg] call _recurseFnc;
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_children = [_entryCfg, _fullPath] call _recurseFnc;
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_entry = [
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_displayName,
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_icon,
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@ -64,8 +59,10 @@ _recurseFnc = {
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_condition,
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10, //distace
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_children,
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GVAR(uidCounter)
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GVAR(uidCounter),
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_fullPath
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];
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GVAR(uidCounter) = GVAR(uidCounter) + 1;
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_actions pushBack _entry;
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};
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@ -73,7 +70,8 @@ _recurseFnc = {
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_actions
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};
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_actions = [_actionsCfg] call _recurseFnc;
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private "_actionsCfg";
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_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
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// Create a master action to base on self action
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_actions = [[
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@ -83,10 +81,11 @@ _actions = [[
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{ true },
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{ true },
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10,
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_actions,
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GVAR(uidCounter)
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[_actionsCfg, ["SelfActions"]] call _recurseFnc,
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GVAR(uidCounter),
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["SelfActions"]
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]
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];
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GVAR(uidCounter) = GVAR(uidCounter) + 1;
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_object setVariable [QUOTE(GVAR(selfActionData)), _actions];
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missionNamespace setVariable [_actionsVarName, _actions];
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@ -17,7 +17,7 @@ if(GVAR(actionSelected)) then {
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this = GVAR(selectedTarget);
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_player = ACE_Player;
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_target = GVAR(selectedTarget);
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[GVAR(selectedTarget), player] call GVAR(selectedAction);
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[GVAR(selectedTarget), ACE_player] call GVAR(selectedAction);
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};
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GVAR(expanded) = false;
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GVAR(lastPath) = [];
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|
@ -17,7 +17,7 @@ if(GVAR(actionSelected)) then {
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this = GVAR(selectedTarget);
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_player = ACE_Player;
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_target = GVAR(selectedTarget);
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[GVAR(selectedTarget), player] call GVAR(selectedAction);
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[GVAR(selectedTarget), ACE_player] call GVAR(selectedAction);
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};
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GVAR(expanded) = false;
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GVAR(lastPath) = [];
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|
@ -1,55 +0,0 @@
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/*
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* Author: NouberNou
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* Scan de vicinity of the player and collect every interaction available around it on
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* the GVAR(toRender) array.
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*
|
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* Argument:
|
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* None
|
||||
*
|
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* Return value:
|
||||
* None
|
||||
*
|
||||
* Public: No
|
||||
*/
|
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#include "script_component.hpp"
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private ["_nearestObjects", "_actionObject", "_x", "_actionData", "_renderData", "_actionItem", "_active", "_renderItem", "_object", "_forEachIndex"];
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if(!GVAR(keyDown)) then {
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_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 100];
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|
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GVAR(toRender) = [];
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{
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_actionObject = _x;
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_actionData = _actionObject getVariable [QUOTE(GVAR(actionData)), []];
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if((count _actionData) > 0) then {
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_renderData = [];
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{
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||||
_actionItem = _x;
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this = _actionObject;
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_target = _actionObject;
|
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_player = ACE_player;
|
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_active = [_target, ACE_player] call (_actionItem select 4);
|
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systemChat format ["%1 %2 is active %3", _actionObject, _actionItem select 0, _active];
|
||||
// player sideChat format["_active: %1 %2", _actionItem select 0, _active];
|
||||
if(_active) then {
|
||||
_renderItem = +_actionItem;
|
||||
_renderItem set[4, true];
|
||||
_renderData set[(count _renderData), _renderItem];
|
||||
};
|
||||
} forEach _actionData;
|
||||
if((count _renderData) > 0) then {
|
||||
GVAR(toRender) set[(count GVAR(toRender)), [_actionObject, _renderData]];
|
||||
};
|
||||
};
|
||||
} forEach _nearestObjects;
|
||||
// player sideChat format["p: %1", count GVAR(toRender)];
|
||||
} else {
|
||||
GVAR(filter) = [];
|
||||
{
|
||||
_object = _x select 0;
|
||||
if(_object distance ACE_player > 100) then {
|
||||
GVAR(filter) set[(count GVAR(filter)), _forEachIndex];
|
||||
};
|
||||
} forEach GVAR(toRender);
|
||||
};
|
@ -1,50 +1,30 @@
|
||||
/*
|
||||
* Author: commy2 and NouberNou
|
||||
* Author: commy2, NouberNou and CAA-Picard
|
||||
* Remove an action from an object
|
||||
*
|
||||
* Argument:
|
||||
* 0: Object the action should be assigned to <OBJECT>
|
||||
* 1: Entry to remove <ARRAY> or <NUMBER>
|
||||
* 0: Object the action is assigned to <OBJECT>
|
||||
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
|
||||
* 2: Full path of the action to remove <ARRAY>
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
*
|
||||
* Example:
|
||||
* [cursorTarget,0,["ACE_TapShoulderRight","VulcanPinch"]] call ace_interact_menu_fnc_removeAction;
|
||||
*
|
||||
* Public: No
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
EXPLODE_2_PVT(_this,_object,_entry);
|
||||
EXPLODE_3_PVT(_this,_object,_typeNum,_fullPath);
|
||||
|
||||
private ["_found", "_actions", "_searchFnc"];
|
||||
private ["_varName","_actions"];
|
||||
_varName = [QGVAR(actions),QGVAR(selfActions)] select _typeNum;
|
||||
_actions = _object getVariable [_varName, []];
|
||||
|
||||
|
||||
if(!IS_OBJECT(_object)) exitWith {false};
|
||||
|
||||
_actions = _object getVariable [QUOTE(GVAR(actionData)), []];
|
||||
if(IS_ARRAY(_entry)) then {
|
||||
_entry = _entry select 7;
|
||||
};
|
||||
|
||||
_found = false;
|
||||
_searchFnc = {
|
||||
private ["_actions", "_entry", "_childActions"];
|
||||
_actions = _this select 0;
|
||||
_entry = _this select 1;
|
||||
{
|
||||
if((_x select 7) == _entry) then {
|
||||
_actions set[_forEachIndex, "aceactiondelete"];
|
||||
_actions = _actions - ["aceactiondelete"];
|
||||
_found = true;
|
||||
} else {
|
||||
if(!_found && {count (_x select 6) > 0}) then {
|
||||
_childActions = [(_x select 6), _entry] call _searchFnc;
|
||||
_x set[6, _childActions];
|
||||
};
|
||||
};
|
||||
} forEach _actions;
|
||||
_actions;
|
||||
};
|
||||
_actions = [_actions, _entry] call _searchFnc;
|
||||
_object setVariable [QUOTE(GVAR(actionData)), _actions];
|
||||
|
||||
_found;
|
||||
{
|
||||
if ((_x select 8) isEqualTo _fullPath) exitWith {
|
||||
_actions deleteAt _forEachIndex;
|
||||
};
|
||||
} forEach _actions;
|
||||
|
@ -16,41 +16,91 @@ private ["_cursorPos1", "_cursorPos2", "_cursorVec", "_p1", "_p2", "_p", "_v", "
|
||||
_foundTarget = false;
|
||||
_cursorPos1 = positionCameraToWorld [0, 0, 0];
|
||||
_cursorPos2 = positionCameraToWorld [0, 0, 2];
|
||||
|
||||
GVAR(currentOptions) = [];
|
||||
if((count GVAR(toRender)) > 0 && (GVAR(keyDown) || GVAR(keyDownSelfAction))) then {
|
||||
if((count GVAR(vecLineMap)) == 0 || ((count GVAR(menuDepthPath)) > 0 && (getPosASL player) distance GVAR(lastPos) > 0.01)) then {
|
||||
GVAR(lastPos) = getPosASL player;
|
||||
_cursorVec = [_cursorPos2, _cursorPos1] call BIS_fnc_vectorFromXtoY;
|
||||
_p1 = [0,0,0];
|
||||
_p2 = +_cursorVec;
|
||||
_p = (_cursorVec call CBA_fnc_vect2polar);
|
||||
_v = [(_p select 0), (_p select 1), (_p select 2)+90] call CBA_fnc_polar2vect;
|
||||
_cp = [_cursorVec, _v] call BIS_fnc_crossProduct;
|
||||
|
||||
GVAR(vecLineMap) = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
|
||||
};
|
||||
if (GVAR(keyDown)) then {
|
||||
// Render all nearby interaction menus
|
||||
private ["_actionsVarName","_classActions","_objectActions","_target","_player","_actionItem","_active"];
|
||||
if (GVAR(keyDown)) then {
|
||||
[] call FUNC(updateVecLineMap);
|
||||
|
||||
// Render all nearby interaction menus
|
||||
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15];
|
||||
{
|
||||
_target = _x;
|
||||
_player = ACE_player;
|
||||
|
||||
// Iterate through object actions, find base level actions and render them if appropiate
|
||||
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
|
||||
GVAR(objectActions) = _target getVariable [QGVAR(actions), []];
|
||||
{
|
||||
if(!(_forEachIndex in GVAR(filter))) then {
|
||||
GVAR(renderDepth) = 0;
|
||||
_renderTargets = _x;
|
||||
{
|
||||
[_renderTargets select 0, _x, 0, [180, 360]] call FUNC(renderMenu);
|
||||
} forEach (_renderTargets select 1);
|
||||
};
|
||||
} forEach GVAR(toRender);
|
||||
} else {
|
||||
// Render only the self action menu
|
||||
_actions = (ACE_player getVariable QGVAR(selfActionData)) select 0;
|
||||
_pos = (ACE_player modelToWorld (ACE_player selectionPosition "spine3")) vectorAdd GVAR(selfMenuOffset) vectorAdd [0,0,0.25];
|
||||
[ACE_player, _actions, 0, [180, 360], _pos] call FUNC(renderMenu);
|
||||
};
|
||||
_actionItem = _x;
|
||||
// Only render them directly if they are base level actions
|
||||
if (count (_actionItem select 8) == 1) then {
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
// player sideChat format["c: %1", count GVAR(toRender)];
|
||||
if (_active) then {
|
||||
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
|
||||
};
|
||||
};
|
||||
} forEach GVAR(objectActions);
|
||||
|
||||
// Iterate through base level class actions and render them if appropiate
|
||||
_classActions = missionNamespace getVariable [_actionsVarName, []];
|
||||
{
|
||||
_actionItem = _x;
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
|
||||
};
|
||||
} forEach _classActions;
|
||||
|
||||
|
||||
|
||||
} forEach _nearestObjects;
|
||||
|
||||
} else {
|
||||
if (GVAR(keyDownSelfAction)) then {
|
||||
|
||||
[] call FUNC(updateVecLineMap);
|
||||
|
||||
// Render only the self action menu
|
||||
_target = vehicle ACE_player;
|
||||
_player = ACE_player;
|
||||
|
||||
// Iterate through object actions, find base level actions and render them if appropiate
|
||||
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
|
||||
GVAR(objectActions) = _target getVariable [QGVAR(selfActions), []];
|
||||
{
|
||||
_actionItem = _x;
|
||||
// Only render them directly if they are base level actions
|
||||
if (count (_actionItem select 8) == 1) then {
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
|
||||
};
|
||||
};
|
||||
} forEach GVAR(objectActions);
|
||||
|
||||
// Iterate through base level class actions and render them if appropiate
|
||||
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
|
||||
_classActions = missionNamespace getVariable [_actionsVarName, []];
|
||||
{
|
||||
_actionItem = _x;
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
_pos = (ACE_player modelToWorld (ACE_player selectionPosition "spine3")) vectorAdd GVAR(selfMenuOffset) vectorAdd [0,0,0.25];
|
||||
[ACE_player, _actionItem, 0, [180, 360], _pos] call FUNC(renderMenu);
|
||||
};
|
||||
} forEach _classActions;
|
||||
};
|
||||
};
|
||||
|
||||
|
||||
if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa", [1,0,0,1], _cursorPos2, 1, 1, 0, "", 0.5, 0.025, "TahomaB"];
|
||||
|
||||
_cursorScreenPos = worldToScreen _cursorPos2;
|
||||
_closestDistance = 1000000;
|
||||
@ -67,48 +117,48 @@ if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
|
||||
};
|
||||
} forEach GVAR(currentOptions);
|
||||
|
||||
if(_closestSelection != -1) then {
|
||||
|
||||
_closest = GVAR(currentOptions) select _closestSelection;
|
||||
if(_closestSelection == -1) exitWith {};
|
||||
|
||||
_pos = _closest select 1;
|
||||
_cTime = diag_tickTime;
|
||||
_delta = _cTime - GVAR(lastTime);
|
||||
GVAR(lastTime) = _cTime;
|
||||
GVAR(rotationAngle) = GVAR(rotationAngle) + (180*_delta);
|
||||
if(GVAR(rotationAngle) > 360) then {
|
||||
GVAR(rotationAngle) = GVAR(rotationAngle) - 360;
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,.75], _pos, 0.6*SafeZoneW, 0.6*SafeZoneW, GVAR(rotationAngle), "", 0.5, 0.025, "TahomaB"];
|
||||
_foundTarget = true;
|
||||
GVAR(actionSelected) = true;
|
||||
GVAR(selectedTarget) = (_closest select 0) select 0;
|
||||
GVAR(selectedAction) = ((_closest select 0) select 1) select 3;
|
||||
_misMatch = false;
|
||||
_hoverPath = (_closest select 2);
|
||||
if((count GVAR(lastPath)) != (count _hoverPath)) then {
|
||||
_misMatch = true;
|
||||
} else {
|
||||
{
|
||||
if(_x != (_hoverPath select _forEachIndex)) exitWith {
|
||||
_misMatch = true;
|
||||
};
|
||||
} forEach GVAR(lastPath);
|
||||
};
|
||||
_closest = GVAR(currentOptions) select _closestSelection;
|
||||
|
||||
if(_misMatch) then {
|
||||
GVAR(lastPath) = _hoverPath;
|
||||
GVAR(startHoverTime) = diag_tickTime;
|
||||
GVAR(expanded) = false;
|
||||
} else {
|
||||
if(!GVAR(expanded) && diag_tickTime-GVAR(startHoverTime) > 0.25) then {
|
||||
GVAR(expanded) = true;
|
||||
GVAR(menuDepthPath) = +GVAR(lastPath);
|
||||
_pos = _closest select 1;
|
||||
_cTime = diag_tickTime;
|
||||
_delta = _cTime - GVAR(lastTime);
|
||||
GVAR(lastTime) = _cTime;
|
||||
GVAR(rotationAngle) = GVAR(rotationAngle) + (180*_delta);
|
||||
if(GVAR(rotationAngle) > 360) then {
|
||||
GVAR(rotationAngle) = GVAR(rotationAngle) - 360;
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,.75], _pos, 0.6*SafeZoneW, 0.6*SafeZoneW, GVAR(rotationAngle), "", 0.5, 0.025, "TahomaB"];
|
||||
_foundTarget = true;
|
||||
GVAR(actionSelected) = true;
|
||||
GVAR(selectedTarget) = (_closest select 0) select 0;
|
||||
GVAR(selectedAction) = ((_closest select 0) select 1) select 3;
|
||||
_misMatch = false;
|
||||
_hoverPath = (_closest select 2);
|
||||
if((count GVAR(lastPath)) != (count _hoverPath)) then {
|
||||
_misMatch = true;
|
||||
} else {
|
||||
{
|
||||
if(_x != (_hoverPath select _forEachIndex)) exitWith {
|
||||
_misMatch = true;
|
||||
};
|
||||
} forEach GVAR(lastPath);
|
||||
};
|
||||
|
||||
if(_misMatch) then {
|
||||
GVAR(lastPath) = _hoverPath;
|
||||
GVAR(startHoverTime) = diag_tickTime;
|
||||
GVAR(expanded) = false;
|
||||
} else {
|
||||
if(!GVAR(expanded) && diag_tickTime-GVAR(startHoverTime) > 0.25) then {
|
||||
GVAR(expanded) = true;
|
||||
GVAR(menuDepthPath) = +GVAR(lastPath);
|
||||
};
|
||||
};
|
||||
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa", [1,0,0,1], _cursorPos2, 1, 1, 0, "", 0.5, 0.025, "TahomaB"];
|
||||
};
|
||||
|
||||
if(!_foundTarget && GVAR(actionSelected)) then {
|
||||
GVAR(actionSelected) = false;
|
||||
GVAR(expanded) = false;
|
||||
|
@ -24,6 +24,8 @@ _color = _this select 1;
|
||||
_pos = _this select 2;
|
||||
_icon = _this select 6;
|
||||
|
||||
//systemChat format ["Icon %1 - %2,%3,%4", _text, _pos select 0, _pos select 1, _pos select 2];
|
||||
|
||||
_sPos = worldToScreen _pos;
|
||||
// _sPos = _pos;
|
||||
if(count _sPos > 0) then {
|
||||
|
@ -1,6 +1,6 @@
|
||||
/*
|
||||
* Author: NouberNou and CAA-Picard
|
||||
* Render a interaction menu
|
||||
* Render a interaction menu and it's children recursively
|
||||
*
|
||||
* Argument:
|
||||
* 0: Object <OBJECT>
|
||||
@ -8,7 +8,6 @@
|
||||
* 2: ?
|
||||
* 3: Angle range available for rendering <ARRAY>
|
||||
* 4: 3D position <ARRAY> (Optional)
|
||||
* 5: Path of UIDs <ARRAY> (Optional)
|
||||
*
|
||||
* Return value:
|
||||
* None
|
||||
@ -17,16 +16,15 @@
|
||||
*/
|
||||
#include "script_component.hpp"
|
||||
|
||||
private ["_object", "_actionData", "_distance", "_uid", "_pos", "_cursorScreenPos", "_path", "_menuDepth", "_opacity", "_currentRenderDepth", "_radialOffset", "_active", "_x", "_offset", "_newPos", "_forEachIndex"];
|
||||
private ["_distance", "_uid", "_pos", "_cursorScreenPos", "_path", "_menuDepth", "_opacity", "_currentRenderDepth", "_radialOffset", "_active", "_x", "_offset", "_newPos", "_forEachIndex"];
|
||||
|
||||
_object = _this select 0;
|
||||
_actionData = _this select 1;
|
||||
_uid = _actionData select 7;//_this select 2;
|
||||
_angles = _this select 3;
|
||||
|
||||
_distance = _actionData select 5;
|
||||
EXPLODE_4_PVT(_this,_object,_actionData,_dummy,_angles);
|
||||
EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan);
|
||||
|
||||
_uid = _actionData select 7;
|
||||
_distance = _actionData select 5;
|
||||
|
||||
// Obtain a 3D position for the action
|
||||
if((count _this) > 4) then {
|
||||
_pos = _this select 4;
|
||||
} else {
|
||||
@ -36,70 +34,108 @@ if((count _this) > 4) then {
|
||||
_pos = _object modelToWorld (_object selectionPosition (_actionData select 2));
|
||||
};
|
||||
};
|
||||
|
||||
_cursorScreenPos = (positionCameraToWorld [0, 0, 0]);
|
||||
if(_cursorScreenPos distance _pos <= _distance) then {
|
||||
_path = [];
|
||||
if((count _this) > 5) then {
|
||||
_path = +(_this select 5);
|
||||
// Exit if the action is too far away
|
||||
if(_cursorScreenPos distance _pos >= _distance) exitWith {};
|
||||
|
||||
// Exit if the action is behind you
|
||||
if(_cursorScreenPos select 2 < 0) exitWith {};
|
||||
|
||||
_menuDepth = (count GVAR(menuDepthPath)) - 1;
|
||||
|
||||
// Store path to action
|
||||
_path = [_object];
|
||||
_path = _path + (_actionData select 8);
|
||||
|
||||
// Check if the menu is on the selected path
|
||||
private "_menuInSelectedPath";
|
||||
_menuInSelectedPath = true;
|
||||
{
|
||||
if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith {
|
||||
_menuInSelectedPath = false;
|
||||
};
|
||||
_menuDepth = (count GVAR(menuDepthPath));
|
||||
|
||||
// ARGB Color (First Hex Pair is transparancy)
|
||||
_color = "#FFFFFFFF";
|
||||
if(_menuDepth > 0 && _uid != (GVAR(menuDepthPath) select (GVAR(renderDepth)))) then {
|
||||
_color = format ["#%1FFFFFF", [255 * (((GVAR(renderDepth)/_menuDepth)) max 0.25)] call EFUNC(common,toHex)];
|
||||
if (_x != (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
|
||||
_menuInSelectedPath = false;
|
||||
};
|
||||
_path set[(count _path), _uid];
|
||||
[_actionData select 0, _color, _pos, 1, 1, 0, _actionData select 1, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
|
||||
GVAR(currentOptions) set[(count GVAR(currentOptions)), [_this, _pos, _path]];
|
||||
_currentRenderDepth = -1;
|
||||
_currentRenderDepth = GVAR(renderDepth);
|
||||
GVAR(renderDepth) = GVAR(renderDepth) + 1;
|
||||
if(_uid == (GVAR(menuDepthPath) select (GVAR(renderDepth)-1))) then {
|
||||
// Count how many actions are active
|
||||
private "_numActions";
|
||||
_numActions = 0;
|
||||
{
|
||||
this = _object;
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_object, ACE_player] call (_x select 4);
|
||||
if(_active) then {
|
||||
_numActions = _numActions + 1;
|
||||
};
|
||||
} forEach (_actionData select 6);
|
||||
systemChat format ["Menu %1, _numActions: %2", _actionData select 0, _numActions];
|
||||
} forEach _path;
|
||||
|
||||
private "_angleSpan";
|
||||
_angleSpan = _maxAngleSpan min (55 * (_numActions - 1));
|
||||
|
||||
private "_angle";
|
||||
_angle = _centerAngle - _angleSpan / 2;
|
||||
{
|
||||
this = _object;
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_object, ACE_player] call (_x select 4);
|
||||
// diag_log text format["_active: %1: %2", (_x select 0), _active];
|
||||
if(_active) then {
|
||||
//systemChat format ["_angle: %1", _angle];
|
||||
_offset = [GVAR(vecLineMap), _angle] call FUNC(rotateVectLine);
|
||||
_mod = 0.15 max (0.15 * (_cursorScreenPos distance _pos)); //0.5;//0.1*_distance;
|
||||
_newPos = [
|
||||
(_pos select 0) + ((_offset select 0)*_mod),
|
||||
(_pos select 1) + ((_offset select 1)*_mod),
|
||||
(_pos select 2) + ((_offset select 2)*_mod)
|
||||
];
|
||||
// drawLine3D [_pos, _newPos, [1,0,0,0.5]];
|
||||
[_object, _x, _forEachIndex, [_angle, 150], _newPos, _path] call FUNC(renderMenu);
|
||||
|
||||
if (_angle == 360) then {
|
||||
_angle = _angle + _angleSpan / _numActions;
|
||||
} else {
|
||||
_angle = _angle + _angleSpan / ((_numActions-1) max 1);
|
||||
};
|
||||
};
|
||||
} forEach (_actionData select 6);
|
||||
};
|
||||
GVAR(renderDepth) = GVAR(renderDepth) - 1;
|
||||
// Render icon
|
||||
// ARGB Color (First Hex Pair is transparancy)
|
||||
_color = "#FFFFFFFF";
|
||||
if(_menuDepth > 0 && !_menuInSelectedPath) then {
|
||||
_color = format ["#%1FFFFFF", [255 * ((((count _path) - 2)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
|
||||
};
|
||||
[_actionData select 0, _color, _pos, 1, 1, 0, _actionData select 1, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
|
||||
|
||||
// Add the action to current options
|
||||
GVAR(currentOptions) pushBack [_this, _pos, _path];
|
||||
|
||||
// Exit without rendering children if it isn't
|
||||
if !(_menuInSelectedPath) exitWith {};
|
||||
|
||||
// Collect all active children actions
|
||||
private "_activeChildren";
|
||||
_activeChildren = [];
|
||||
// Collect children class actions
|
||||
{
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_object, ACE_player] call (_x select 4);
|
||||
if(_active) then {
|
||||
_activeChildren pushBack _x;
|
||||
};
|
||||
} forEach (_actionData select 6);
|
||||
|
||||
// Collect children object actions
|
||||
{
|
||||
_actionItem = _x;
|
||||
|
||||
// Check if the action is children of the selected menu
|
||||
if ((count (_actionItem select 8)) == (count _path)) then {
|
||||
// Compare parent path to see if it's a suitable child
|
||||
private "_isChild";
|
||||
_isChild = true;
|
||||
for "_i" from 0 to (count (_actionItem select 8)) - 2 do {
|
||||
if !(((_actionItem select 8) select _i) isEqualTo (_path select (_i + 1))) exitWith {
|
||||
_isChild = false;
|
||||
};
|
||||
};
|
||||
if (_isChild) exitWith {
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
_active = [_target, ACE_player] call (_actionItem select 4);
|
||||
|
||||
if (_active) then {
|
||||
_activeChildren pushBack _actionItem;
|
||||
};
|
||||
};
|
||||
};
|
||||
} forEach GVAR(objectActions);
|
||||
|
||||
private ["_angleSpan","_angle"];
|
||||
_angleSpan = _maxAngleSpan min (55 * ((count _activeChildren) - 1));
|
||||
if (_angleSpan >= 305) then {
|
||||
_angleSpan = 360;
|
||||
};
|
||||
|
||||
_angle = _centerAngle - _angleSpan / 2;
|
||||
|
||||
{
|
||||
_target = _object;
|
||||
_player = ACE_player;
|
||||
|
||||
_offset = [GVAR(vecLineMap), _angle] call FUNC(rotateVectLine);
|
||||
_mod = 0.15 max (0.15 * (_cursorScreenPos distance _pos));
|
||||
_newPos = _pos vectorAdd (_offset vectorMultiply _mod);
|
||||
|
||||
// drawLine3D [_pos, _newPos, [1,0,0,0.5]];
|
||||
|
||||
[_object, _x, _forEachIndex, [_angle, 140], _newPos] call FUNC(renderMenu);
|
||||
|
||||
if (_angleSpan == 360) then {
|
||||
_angle = _angle + _angleSpan / (count _activeChildren);
|
||||
} else {
|
||||
_angle = _angle + _angleSpan / (((count _activeChildren)-1) max 1);
|
||||
};
|
||||
} forEach _activeChildren;
|
||||
|
13
addons/interact_menu/functions/fnc_updateVecLineMap.sqf
Normal file
13
addons/interact_menu/functions/fnc_updateVecLineMap.sqf
Normal file
@ -0,0 +1,13 @@
|
||||
#include "script_component.hpp";
|
||||
|
||||
if((count GVAR(vecLineMap)) == 0 || ((count GVAR(menuDepthPath)) > 0 && (getPosASL player) distance GVAR(lastPos) > 0.01)) then {
|
||||
GVAR(lastPos) = getPosASL player;
|
||||
_cursorVec = [_cursorPos2, _cursorPos1] call BIS_fnc_vectorFromXtoY;
|
||||
_p1 = [0,0,0];
|
||||
_p2 = +_cursorVec;
|
||||
_p = (_cursorVec call CBA_fnc_vect2polar);
|
||||
_v = [(_p select 0), (_p select 1), (_p select 2)+90] call CBA_fnc_polar2vect;
|
||||
_cp = [_cursorVec, _v] call BIS_fnc_crossProduct;
|
||||
|
||||
GVAR(vecLineMap) = [_cp, _p1, _p2] call FUNC(rotateVectLineGetMap);
|
||||
};
|
Loading…
Reference in New Issue
Block a user