/* * Author: KoffeinFlummi and esteldunedain * Display the adjustment knobs, update their value and fade them out later * * Arguments: * None * * Return Value: * None * * Public: No */ #include "script_component.hpp" disableSerialization; private ["_weaponIndex","_adjustment","_layer","_display","_zeroing","_vertical","_horizontal"]; _weaponIndex = [ACE_player, currentWeapon ACE_player] call EFUNC(common,getWeaponIndex); if (_weaponIndex < 0) exitWith {}; _adjustment = ACE_player getVariable QGVAR(Adjustment); if (isNil "_adjustment") then { _adjustment = [[0,0], [0,0], [0,0]]; }; // Display the adjustment knobs _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer; _layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false]; // Find the display _display = uiNamespace getVariable [QGVAR(ZeroingDisplay), displayNull]; if (isNull _display) exitWith {}; // Update values _zeroing = _adjustment select _weaponIndex; _vertical = _display displayCtrl 12; _horizontal = _display displayCtrl 13; _vertical ctrlSetText (str (_zeroing select 1)); _horizontal ctrlSetText (str (_zeroing select 0)); // Set the time when to hide the knobs GVAR(timeToHide) = diag_tickTime + 3.0; if !(isNil QGVAR(fadePFH)) exitWith {}; // Launch a PFH to wait and fade out the knobs GVAR(fadePFH) = [{ if (diag_tickTime >= GVAR(timeToHide)) exitWith { private "_layer"; _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer; _layer cutFadeOut 2; GVAR(fadePFH) = nil; [_this select 1] call cba_fnc_removePerFrameHandler; }; }, 0.1, []] call CBA_fnc_addPerFrameHandler