#include "..\script_component.hpp" #include "\a3\ui_f\hpp\defineDIKCodes.inc" /* * Author: commy2, Glowbal, PabstMirror * Draw progress bar and execute given function if succesful. * Finish/Failure/Conditional are all passed [_args, _elapsedTime, _totalTime, _errorCode] * * Arguments: * 0: Total Time (in game "time" seconds) * 1: Arguments, passed to condition, fail and finish * 2: On Finish: Code called or STRING raised as event. * 3: On Failure: Code called or STRING raised as event. * 4: Localized Title (default: "") * 5: Code to check each frame (default: {true}) * 6: Exceptions for checking ace_common_fnc_canInteractWith (default: []) * 7: Create progress bar as dialog, this blocks user input (default: true) * * Return Value: * None * * Example: * [5, [], {Hint "Finished!"}, {hint "Failure!"}, "My Title"] call ace_common_fnc_progressBar * * Public: Yes */ params ["_totalTime", "_args", "_onFinish", "_onFail", ["_localizedTitle", ""], ["_condition", {true}], ["_exceptions", []], ["_dialog", true]]; private _player = ACE_player; //Open Dialog and set the title closeDialog 0; if (_dialog) then { createDialog QGVAR(ProgressBar_Dialog); } else { QGVAR(progressBarDisplay) cutRsc [QGVAR(ProgressBar_Display), "PLAIN"]; }; private _display = uiNamespace getVariable QGVAR(dlgProgress); // Ensure CBA keybindings are hooked into the display _display call (uiNamespace getVariable "CBA_events_fnc_initDisplayCurator"); // Hide cursor by using custom transparent cursor if (_dialog) then { private _map = _display displayCtrl 101; _map ctrlMapCursor ["", QGVAR(blank)]; } else { // Add key handler for ESC to cancel [DIK_ESCAPE, [false, false, false], { QGVAR(progressBarDisplay) cutText ["", "PLAIN"]; [QGVAR(progressBarKeyHandler), "keydown"] call CBA_fnc_removeKeyHandler; true }, "keydown", QGVAR(progressBarKeyHandler)] call CBA_fnc_addKeyHandler; }; (uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText _localizedTitle; //Adjust position based on user setting: private _ctrlPos = ctrlPosition (uiNamespace getVariable QGVAR(ctrlProgressBarTitle)); _ctrlPos set [1, ((0 + 29 * GVAR(settingProgressBarLocation)) * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2))]; (uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlSetPosition _ctrlPos; (uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlCommit 0; (uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlSetPosition _ctrlPos; (uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlCommit 0; (uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetPosition _ctrlPos; (uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlCommit 0; [{ (_this select 0) params ["_args", "_onFinish", "_onFail", "_condition", "_player", "_startTime", "_totalTime", "_exceptions", "_title", "_dialog"]; private _elapsedTime = CBA_missionTime - _startTime; private _errorCode = -1; // this does not check: target fell unconscious, target died, target moved inside vehicle / left vehicle, target moved outside of players range, target moves at all. if (isNull (uiNamespace getVariable [QGVAR(ctrlProgressBar), controlNull])) then { _errorCode = 1; } else { if (ACE_player != _player || !alive _player) then { _errorCode = 2; } else { if !([_args, _elapsedTime, _totalTime, _errorCode] call _condition) then { _errorCode = 3; } else { if !([_player, objNull, _exceptions] call EFUNC(common,canInteractWith)) then { _errorCode = 4; } else { if (!_dialog && {dialog}) then { _errorCode = 5; } else { if (_elapsedTime >= _totalTime) then { _errorCode = 0; }; }; }; }; }; }; if (_errorCode != -1) then { //Error or Success, close dialog and remove PFEH //Only close dialog if it's the progressBar: if (!isNull (uiNamespace getVariable [QGVAR(ctrlProgressBar), controlNull])) then { if (_dialog) then { closeDialog 0; } else { QGVAR(progressBarDisplay) cutText ["", "PLAIN"]; // Remove key handler for non-dialog bar [QGVAR(progressBarKeyHandler), "keydown"] call CBA_fnc_removeKeyHandler; }; }; [_this select 1] call CBA_fnc_removePerFrameHandler; if (_errorCode == 0) then { if (_onFinish isEqualType "") then { [_onFinish, [_args, _elapsedTime, _totalTime, _errorCode]] call CBA_fnc_localEvent; } else { [_args, _elapsedTime, _totalTime, _errorCode] call _onFinish; }; } else { if (_onFail isEqualType "") then { [_onFail, [_args, _elapsedTime, _totalTime, _errorCode]] call CBA_fnc_localEvent; } else { [_args, _elapsedTime, _totalTime, _errorCode] call _onFail; }; }; } else { //Update Progress Bar (ratio of elepased:total) private _ratio = _elapsedTime / _totalTime; (uiNamespace getVariable QGVAR(ctrlProgressBar)) progressSetPosition _ratio; switch (GVAR(progressBarInfo)) do { case 0: {}; case 1: { (uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText (_title + format [" (%1", floor (_ratio * 100)] + "%)"); }; case 2: { (uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText (_title + " " + format [localize LSTRING(TimeLeft), ceil (_totalTime - _elapsedTime)]); }; }; }; }, 0, [_args, _onFinish, _onFail, _condition, _player, CBA_missionTime, _totalTime, _exceptions, _localizedTitle, _dialog]] call CBA_fnc_addPerFrameHandler;