#include "script_component.hpp" if (!hasInterface) exitWith {}; GVAR(blockDefaultActions) = []; GVAR(cachedBuildingTypes) = []; GVAR(cachedBuildingActionPairs) = []; GVAR(ParsedTextCached) = []; ["ace_settingsInitialized", { // Setup text/shadow/size/color settings matrix [] call FUNC(setupTextColors); // Setting changed added here so color setup happens once at init ["ace_settingChanged", { params ["_name"]; if (_name in [QGVAR(colorTextMax), QGVAR(colorTextMin), QGVAR(colorShadowMax), QGVAR(colorShadowMin), QGVAR(textSize), QGVAR(shadowSetting)]) then { [] call FUNC(setupTextColors); }; }] call CBA_fnc_addEventHandler; // Install the render EH on the main display addMissionEventHandler ["Draw3D", {call FUNC(render)}]; }] call CBA_fnc_addEventHandler; //Add Actions to Houses: ["ace_interactMenuOpened", {_this call FUNC(userActions_addHouseActions)}] call CBA_fnc_addEventHandler; ["ACE3 Common", QGVAR(InteractKey), (localize LSTRING(InteractKey)), { // Statement [0] call FUNC(keyDown) },{[0,false] call FUNC(keyUp)}, [219, [false, false, false]], false] call CBA_fnc_addKeybind; //Left Windows Key ["ACE3 Common", QGVAR(SelfInteractKey), (localize LSTRING(SelfInteractKey)), { // Statement [1] call FUNC(keyDown) },{[1,false] call FUNC(keyUp)}, [219, [false, true, false]], false] call CBA_fnc_addKeybind; //Left Windows Key + Ctrl/Strg ["ACE3 Common", QGVAR(InteractKey_Toggle), format ["%1 (%2)", (localize LSTRING(InteractKey)), localize ELSTRING(common,KeybindToggle)], { if (GVAR(openedMenuType) != 0) then { [0] call FUNC(keyDown) } else { [0,false] call FUNC(keyUp) }; }, {}, [-1, [false, false, false]], false] call CBA_fnc_addKeybind; // UNBOUND ["ACE3 Common", QGVAR(SelfInteractKey_Toggle), format ["%1 (%2)", (localize LSTRING(SelfInteractKey)), localize ELSTRING(common,KeybindToggle)], { if (GVAR(openedMenuType) != 1) then { [1] call FUNC(keyDown) } else { [1, false] call FUNC(keyUp) }; }, {}, [-1, [false, false, false]], false] call CBA_fnc_addKeybind; // UNBOUND // Listens for the falling unconscious event, just in case the menu needs to be closed ["ace_unconscious", { // If no menu is open just quit if (GVAR(openedMenuType) < 0) exitWith {}; params ["_unit", "_isUnconscious"]; if (_unit != ACE_player || !_isUnconscious) exitWith {}; GVAR(actionSelected) = false; [GVAR(openedMenuType), false] call FUNC(keyUp); }] call CBA_fnc_addEventHandler; // background options ["ace_interactMenuOpened", { if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), true] call EFUNC(common,blurScreen);}; if (GVAR(menuBackground)==2) then {0 cutRsc[QGVAR(menuBackground), "PLAIN", 1, false];}; }] call CBA_fnc_addEventHandler; ["ace_interactMenuClosed", { if (GVAR(menuBackground)==1) then {[QGVAR(menuBackground), false] call EFUNC(common,blurScreen);}; if (GVAR(menuBackground)==2) then {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;}; }] call CBA_fnc_addEventHandler;