#include "..\script_component.hpp" /* * Author: Ruthberg * Displays a wind info (colored arrow) in the top left corner of the screen * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_weather_fnc_displayWindInfo * * Public: No */ #define __dsp (uiNamespace getVariable "RscWindIntuitive") #define __ctrl (__dsp displayCtrl 132948) if (GVAR(WindInfo)) exitWith { GVAR(WindInfo) = false; (["RscWindIntuitive"] call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; true }; EGVAR(advanced_ballistics,Protractor) = false; 1 cutText ["", "PLAIN"]; GVAR(WindInfo) = true; TRACE_1("Starting Wind Info PFEH",GVAR(WindInfo)); [{ disableSerialization; params ["", "_pfID"]; // Allow wind indicator inside static weapons private _playerInStaticWeapon = objectParent ACE_Player isKindOf "StaticWeapon"; if ( (!GVAR(WindInfo)) || {!([ACE_player, ACE_player, ["notOnMap", "isNotDragging", "isNotCarrying", "isNotSitting"]] call EFUNC(common,canInteractWith)) && !(_playerInStaticWeapon)} ) exitWith { TRACE_1("Ending Wind Info PFEH",GVAR(WindInfo)); GVAR(WindInfo) = false; (["RscWindIntuitive"] call BIS_fnc_rscLayer) cutText ["", "PLAIN"]; [_pfID] call CBA_fnc_removePerFrameHandler; }; //Keeps the display open: (["RscWindIntuitive"] call BIS_fnc_rscLayer) cutRsc ["RscWindIntuitive", "PLAIN", 1, false]; private _playerEyePos = eyePos ACE_Player; if (_playerInStaticWeapon) then { // Raise eyePos by 1 meter if player is in a static weapon, to prevent wind from being blocked by the open vehicle _playerEyePos = _playerEyePos vectorAdd [0, 0, 1]; }; private _windSpeed = if (missionNamespace getVariable [QEGVAR(advanced_ballistics,enabled), false]) then { // With wind gradient [_playerEyePos, true, true, true] call FUNC(calculateWindSpeed); } else { // Without wind gradient [_playerEyePos, false, true, true] call FUNC(calculateWindSpeed); }; private _playerDir = (ACE_player call CBA_fnc_headDir) select 0; private _windDir = (wind select 0) atan2 (wind select 1); _windDir = 30 * (round(((_windDir - _playerDir + 360) % 360) / 30)); // Color Codes from https://en.wikipedia.org/wiki/Beaufort_scale#Modern_scale private _beaufortNumber = 0; private _windColor = [1, 1, 1, 1]; if (_windSpeed > 0.3) then { _windColor = [0.796, 1, 1, 1]; _beaufortNumber = 1; }; if (_windSpeed > 1.5) then { _windColor = [0.596, 0.996, 0.796, 1]; _beaufortNumber = 2; }; if (_windSpeed > 3.3) then { _windColor = [0.596, 0.996, 0.596, 1]; _beaufortNumber = 3; }; if (_windSpeed > 5.4) then { _windColor = [0.6, 0.996, 0.4, 1]; _beaufortNumber = 4; }; if (_windSpeed > 7.9) then { _windColor = [0.6, 0.996, 0.047, 1]; _beaufortNumber = 5; }; if (_windSpeed > 10.7) then { _windColor = [0.8, 0.996, 0.059, 1]; _beaufortNumber = 6; }; if (_windSpeed > 13.8) then { _windColor = [1, 0.996, 0.067, 1]; _beaufortNumber = 7; }; if (_windSpeed > 17.1) then { _windColor = [1, 0.796, 0.051, 1]; _beaufortNumber = 8; }; if (_windSpeed > 20.7) then { _windColor = [1, 0.596, 0.039, 1]; _beaufortNumber = 9; }; if (_windSpeed > 24.4) then { _windColor = [1, 0.404, 0.031, 1]; _beaufortNumber = 10; }; if (_windSpeed > 28.4) then { _windColor = [1, 0.22, 0.027, 1]; _beaufortNumber = 11; }; if (_windSpeed > 32.6) then { _windColor = [1, 0.078, 0.027, 1]; _beaufortNumber = 12; }; TRACE_3("update display",_beaufortNumber,_windDir,_windSpeed); __ctrl ctrlSetTextColor _windColor; if (_beaufortNumber > 0) then { __ctrl ctrlSetText QPATHTOF(UI\wind_arrow_ca.paa); __ctrl ctrlSetAngle [_windDir, 0.5, 0.5]; } else { __ctrl ctrlSetText QPATHTOF(UI\wind_noneCircle_ca.paa); }; __ctrl ctrlCommit 0; //Update the beaufort balls: (ctrlPosition __ctrl) params ["_ctrlX", "_ctrlY", "_ctrlWidth", "_ctrlHeight"]; private _centerX = _ctrlX + _ctrlWidth / 2; private _centerY = _ctrlY + _ctrlHeight / 2; private _ballHeight = _ctrlHeight / 17; private _ballWidth = _ballHeight * 3/4; for "_index" from 0 to (_beaufortNumber - 1) do { private _ball = __dsp ctrlCreate ["RscPicture", _index]; _ball ctrlSetText QPATHTOF(UI\wind_dot_ca.paa); _ball ctrlSetTextColor [1,1,1,1]; private _ballCenterX = _centerX - (_ballWidth / 2) + ((sin _windDir) * 0.013333) * (_index - 4.9) + ((cos _windDir) * 0.0125); private _ballCenterY = _centerY - (_ballHeight / 2) - ((1 * cos _windDir) * 4/3*0.013333) * (_index - 4.9) + ((sin _windDir) * 0.0125); _ball ctrlSetPosition [_ballCenterX, _ballCenterY, _ballWidth, _ballHeight]; _ball ctrlCommit 0; }; }, 0.5, []] call CBA_fnc_addPerFrameHandler; true