Merge pull request #162 from KoffeinFlummi/interactionOptimization

Interaction Menu plumbing
This commit is contained in:
Nicolás Badano 2015-02-28 17:33:53 -03:00
commit e44e13d1b8
13 changed files with 346 additions and 319 deletions

View File

@ -4,14 +4,8 @@
_fnc = {
_this call FUNC(render);
};
// [_fnc, 0, []] call cba_fnc_addPerFrameHandler;
addMissionEventHandler ["Draw3D", _fnc];
_fnc = {
_this call FUNC(probe);
};
[_fnc, 0.5, []] call cba_fnc_addPerFrameHandler;
["ACE3",
"Interact Key",
{_this call FUNC(keyDown)},

View File

@ -9,15 +9,13 @@ PREP(keyDown);
PREP(keyDownSelfAction);
PREP(keyUp);
PREP(keyUpSelfAction);
PREP(probe);
PREP(removeAction);
PREP(render);
PREP(renderIcon);
PREP(renderMenu);
PREP(rotateVectLine);
PREP(rotateVectLineGetMap);
GVAR(toRender) = [];
PREP(updateVecLineMap);
GVAR(keyDown) = false;
GVAR(keyDownSelfAction) = false;
@ -30,11 +28,7 @@ GVAR(selectedAction) = {};
GVAR(actionSelected) = false;
GVAR(selectedTarget) = objNull;
GVAR(filter) = [];
GVAR(menuDepthPath) = [];
GVAR(renderDepth) = 0;
GVAR(lastRenderDepth) = 0;
GVAR(vecLineMap) = [];
GVAR(lastPos) = [0,0,0];
@ -44,13 +38,10 @@ GVAR(lastPath) = [];
GVAR(expanded) = false;
GVAR(maxRenderDepth) = 0;
GVAR(startHoverTime) = diag_tickTime;
GVAR(iconCtrls) = [];
GVAR(iconCount) = 0;
GVAR(objectActionsHash) = HASH_CREATE;
GVAR(uidCounter) = 0;
ADDON = true;

View File

@ -1,39 +1,40 @@
/*
* Author: commy2 and NouberNou
* Add an ACE action to an object or inside a parent action. Note: This function is NOT global.
* Author: commy2, NouberNou and CAA-Picard
* Add an ACE action to an object, under a certain config path
* Note: This function is NOT global.
*
* Argument:
* 0: Object the action should be assigned to or parent action <OBJECT> or <ARRAY>
* 1: Name of the action shown in the menu <STRING>
* 2: Icon <STRING>
* 3: Position (Position or Selection Name) <POSITION> or <STRING>
* 4: Statement <CODE>
* 5: Condition <CODE>
* 6: Distance <NUMBER>
* 0: Object the action should be assigned to <OBJECT>
* 1: Type of action, 0 for actions, 1 for self-actions <NUMBER>
* 2: Full path of the new action <ARRAY>
* 3: Name of the action shown in the menu <STRING>
* 4: Icon <STRING>
* 5: Position (Position or Selection Name) <POSITION> or <STRING>
* 6: Statement <CODE>
* 7: Condition <CODE>
* 8: Distance <NUMBER>
*
* Return value:
* The entry array, which can be used to remove the entry, or add children entries <ARRAY>.
* The entry full path, which can be used to remove the entry, or add children entries <ARRAY>.
*
* Example:
* [cursorTarget,0,["ACE_TapShoulderRight","VulcanPinch"],"Vulcan Pinch","",[0,0,0],{_target setDamage 1;},{true},100] call ace_interact_menu_fnc_addAction;
*
* Public: No
*/
#include "script_component.hpp"
EXPLODE_7_PVT(_this,_object,_displayName,_icon,_position,_statement,_condition,_distance);
EXPLODE_9_PVT(_this,_object,_typeNum,_fullPath,_displayName,_icon,_position,_statement,_condition,_distance);
private ["_varName","_actions"];
private ["_actions","_entry"];
_actions = [];
if(IS_OBJECT(_object)) then {
_actions = _object getVariable [QUOTE(GVAR(actionData)), []];
if((count _actions) == 0) then {
_object setVariable [QUOTE(GVAR(actionData)), _actions]
};
} else {
if(IS_ARRAY(_object)) then {
_actions = _object select 6;
};
_varName = [QGVAR(actions),QGVAR(selfActions)] select _typeNum;
_actions = _object getVariable [_varName, []];
if((count _actions) == 0) then {
_object setVariable [_varName, _actions];
};
private "_entry";
_entry = [
_displayName,
_icon,
@ -42,8 +43,11 @@ _entry = [
_condition,
_distance,
[],
GVAR(uidCounter)
GVAR(uidCounter),
+ _fullPath
];
GVAR(uidCounter) = GVAR(uidCounter) + 1;
_actions pushBack _entry;
_entry;
_fullPath

View File

@ -1,6 +1,6 @@
/*
* Author: NouberNou
* Compile the action menu from config for a given object.
* Author: NouberNou and CAA-Picard
* Compile the action menu from config for an object's class
*
* Argument:
* 0: Object <OBJECT>
@ -14,31 +14,21 @@
EXPLODE_1_PVT(_this,_object);
/*
[
[
"Launch",
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
[0,0,0],
{ (_this select 0) setVelocity [0,0,10]; },
{ true },
1,
[]
]
]
*/
private ["_objectType","_recurseFnc","_actions"];
private ["_objectType","_actionsVarName"];
_objectType = typeOf _object;
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
_actionsVarName = format [QGVAR(Act_%1), _objectType];
// Exit if the action menu is already compiled for this class
if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
private "_recurseFnc";
_recurseFnc = {
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
"_enableInside", "_children", "_entry", "_actionsCfg"];
"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
_actions = [];
_actionsCfg = _this select 0;
for "_i" from 0 to (count _actionsCfg)-1 do {
for "_i" from 0 to (count _actionsCfg) - 1 do {
_entryCfg = _actionsCfg select _i;
if(isClass _entryCfg) then {
_displayName = getText (_entryCfg >> "displayName");
@ -58,8 +48,12 @@ _recurseFnc = {
_showDisabled = getNumber (_entryCfg >> "showDisabled");
_enableInside = getNumber (_entryCfg >> "enableInside");
_fullPath = (+ _parentPath);
_fullPath pushBack (configName _entryCfg);
_condition = compile _condition;
_children = [_entryCfg] call _recurseFnc;
_children = [_entryCfg, _fullPath] call _recurseFnc;
_entry = [
_displayName,
_icon,
@ -68,8 +62,10 @@ _recurseFnc = {
_condition,
_distance,
_children,
GVAR(uidCounter)
GVAR(uidCounter),
_fullPath
];
GVAR(uidCounter) = GVAR(uidCounter) + 1;
_actions pushBack _entry;
};
@ -77,6 +73,23 @@ _recurseFnc = {
_actions
};
_actions = [_actionsCfg] call _recurseFnc;
private "_actionsCfg";
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_Actions";
_object setVariable [QUOTE(GVAR(actionData)), _actions];
missionNamespace setVariable [_actionsVarName, [_actionsCfg, []] call _recurseFnc];
/*
[
[
"My Action",
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
[0,0,0],
{ (_this select 0) setVelocity [0,0,10]; },
{ true },
1,
[],
uid,
["MainActions","TeamManagement","MyAction"]
]
]
*/

View File

@ -1,6 +1,6 @@
/*
* Author: NouberNou and CAA-Picard
* Compile the self action menu from config for a given object.
* Compile the self action menu from config for an object's class
*
* Argument:
* 0: Object <OBJECT>
@ -14,34 +14,25 @@
EXPLODE_1_PVT(_this,_object);
/*
[
[
"Launch",
"\a3\ui_f\data\IGUI\Cfg\Actions\eject_ca.paa",
[0,0,0],
{ (_this select 0) setVelocity [0,0,10]; },
{ true },
1,
[]
]
]
*/
private ["_objectType","_recurseFnc","_actions"];
private ["_objectType","_actionsVarName"];
_objectType = typeOf _object;
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
_actionsVarName = format [QGVAR(SelfAct_%1), _objectType];
// Exit if the action menu is already compiled for this class
if !(isNil {missionNamespace getVariable [_actionsVarName, nil]}) exitWith {};
private "_recurseFnc";
_recurseFnc = {
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_condition", "_showDisabled",
"_enableInside", "_children", "_entry", "_actionsCfg"];
private ["_actions", "_displayName", "_distance", "_icon", "_statement", "_selection", "_condition", "_showDisabled",
"_enableInside", "_children", "_entry", "_entryCfg", "_fullPath"];
EXPLODE_2_PVT(_this,_actionsCfg,_parentPath);
_actions = [];
_actionsCfg = _this select 0;
for "_i" from 0 to (count _actionsCfg)-1 do {
for "_i" from 0 to (count _actionsCfg) - 1 do {
_entryCfg = _actionsCfg select _i;
if(isClass _entryCfg) then {
_displayName = getText (_entryCfg >> "displayName");
_icon = getText (_entryCfg >> "icon");
_statement = compile (getText (_entryCfg >> "statement"));
@ -54,8 +45,12 @@ _recurseFnc = {
_showDisabled = getNumber (_entryCfg >> "showDisabled");
_enableInside = getNumber (_entryCfg >> "enableInside");
_fullPath = (+ _parentPath);
_fullPath pushBack (configName _entryCfg);
_condition = compile _condition;
_children = [_entryCfg] call _recurseFnc;
_children = [_entryCfg, _fullPath] call _recurseFnc;
_entry = [
_displayName,
_icon,
@ -64,8 +59,10 @@ _recurseFnc = {
_condition,
10, //distace
_children,
GVAR(uidCounter)
GVAR(uidCounter),
_fullPath
];
GVAR(uidCounter) = GVAR(uidCounter) + 1;
_actions pushBack _entry;
};
@ -73,7 +70,8 @@ _recurseFnc = {
_actions
};
_actions = [_actionsCfg] call _recurseFnc;
private "_actionsCfg";
_actionsCfg = configFile >> "CfgVehicles" >> _objectType >> "ACE_SelfActions";
// Create a master action to base on self action
_actions = [[
@ -83,10 +81,11 @@ _actions = [[
{ true },
{ true },
10,
_actions,
GVAR(uidCounter)
[_actionsCfg, ["SelfActions"]] call _recurseFnc,
GVAR(uidCounter),
["SelfActions"]
]
];
GVAR(uidCounter) = GVAR(uidCounter) + 1;
_object setVariable [QUOTE(GVAR(selfActionData)), _actions];
missionNamespace setVariable [_actionsVarName, _actions];

View File

@ -17,7 +17,7 @@ if(GVAR(actionSelected)) then {
this = GVAR(selectedTarget);
_player = ACE_Player;
_target = GVAR(selectedTarget);
[GVAR(selectedTarget), player] call GVAR(selectedAction);
[GVAR(selectedTarget), ACE_player] call GVAR(selectedAction);
};
GVAR(expanded) = false;
GVAR(lastPath) = [];

View File

@ -17,7 +17,7 @@ if(GVAR(actionSelected)) then {
this = GVAR(selectedTarget);
_player = ACE_Player;
_target = GVAR(selectedTarget);
[GVAR(selectedTarget), player] call GVAR(selectedAction);
[GVAR(selectedTarget), ACE_player] call GVAR(selectedAction);
};
GVAR(expanded) = false;
GVAR(lastPath) = [];

View File

@ -1,55 +0,0 @@
/*
* Author: NouberNou
* Scan de vicinity of the player and collect every interaction available around it on
* the GVAR(toRender) array.
*
* Argument:
* None
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_nearestObjects", "_actionObject", "_x", "_actionData", "_renderData", "_actionItem", "_active", "_renderItem", "_object", "_forEachIndex"];
if(!GVAR(keyDown)) then {
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 100];
GVAR(toRender) = [];
{
_actionObject = _x;
_actionData = _actionObject getVariable [QUOTE(GVAR(actionData)), []];
if((count _actionData) > 0) then {
_renderData = [];
{
_actionItem = _x;
this = _actionObject;
_target = _actionObject;
_player = ACE_player;
_active = [_target, ACE_player] call (_actionItem select 4);
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);
};

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@ -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;

View File

@ -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;

View File

@ -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 {

View File

@ -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;

View 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);
};