#include "script_component.hpp" /* * Author: Dslyecxi, MikeMatrix * Receives and draws map gestures from nearby players. * * Arguments: * 0: Map Handle * * Return Value: * None * * Example: * [findDisplay 12 displayCtrl 51] call ace_map_gestures_fnc_drawMapGestures * * Public: No */ BEGIN_COUNTER(draw); #define ICON_RENDER_SIZE 55 #define ICON_TEXT_ALIGN "left" #define ICON_ANGLE 0 #define ICON_SHADOW 1 #define TEXT_FONT "RobotoCondensedBold" #define TEXT_ICON_RENDER_SIZE 20 #define TEXT_SIZE 0.030 #define TEXT_SHADOW 0 if (!GVAR(enabled) || !visibleMap) exitWith {}; params ["_mapHandle"]; // Iterate over all nearby players and render their pointer if player is transmitting. { // Only render if the unit is alive and transmitting if (alive _x && {_x getVariable [QGVAR(Transmit), false]}) then { private _pos = _x getVariable [QGVAR(pointPosition), [0,0,0]]; private _group = group _x; private _grpName = groupID _group; // If color settings for the group exist, then use those, otherwise fall back to the default colors private _colorMap = GVAR(GroupColorCfgMappingNew) getVariable _grpName; private _color = if (isNil "_colorMap") then { [GVAR(defaultLeadColor), GVAR(defaultColor)] select (_x != leader _group); } else { _colorMap select (_x != leader _group); }; TRACE_2("",_colorMap,_color); // Render icon and player name _mapHandle drawIcon ["\a3\ui_f\data\gui\cfg\Hints\icon_text\group_1_ca.paa", _color, _pos, ICON_RENDER_SIZE, ICON_RENDER_SIZE, ICON_ANGLE, "", ICON_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN]; _mapHandle drawIcon ["#(argb,8,8,3)color(0,0,0,0)", GVAR(nameTextColor), _pos, TEXT_ICON_RENDER_SIZE, TEXT_ICON_RENDER_SIZE, ICON_ANGLE, name _x, TEXT_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN]; }; nil } count ([ACE_player, GVAR(maxRange)] call FUNC(getProximityPlayers)); END_COUNTER(draw);