#include "..\script_component.hpp" /* * Author: Dslyecxi, MikeMatrix * Receives and draws map gestures from nearby players. * * Arguments: * 0: Map Handle * 1: Positions (objects or posAGLs) with render distance >> * * Return Value: * None * * Example: * [findDisplay 12 displayCtrl 51, [[player, 0]]] 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)) exitWith {}; params ["_mapHandle", "_positions"]; private _players = [_positions, FUNC(getProximityPlayers), missionNamespace, QGVAR(proximityPlayersCache), 1] call EFUNC(common,cachedCall); // Iterate over all nearby players and render their pointer if player is transmitting. { private _pos = _x getVariable QGVAR(pointPosition); // Only render if the unit is alive and transmitting if (alive _x && { !isNil "_pos" }) then { if (_x == ACE_player && { !isNil QGVAR(cursorPosition) }) then { _pos = GVAR(cursorPosition); }; // If color settings for the group exist, then use those, otherwise fall back to the default colors private _colorMap = GVAR(GroupColorCfgMappingNew) getOrDefault [toLower groupID (group _x), [GVAR(defaultLeadColor), GVAR(defaultColor)]]; private _color = _colorMap select (_x != leader _x); 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,1,1,1)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]; }; } forEach _players; END_COUNTER(draw);