#include "..\script_component.hpp" #include "\a3\ui_f\hpp\defineDIKCodes.inc" /* * Author: Nelson Duarte, AACO, kymckay * Function used to handle key down event * * Arguments: * 0: Spectator display * 1: Key DIK code * 2: State of shift * 3: State of ctrl * 4: State of alt * * Return Value: * None * * Example: * _this call ace_spectator_fnc_ui_handleKeyDown * * Public: No */ params ["","_key","_shift","_ctrl","_alt"]; // Handle map toggle if (_key == DIK_M) exitWith { [] call FUNC(ui_toggleMap); true }; // Handle very fast speed if (_key == DIK_LALT) exitWith { [true] call FUNC(cam_toggleSlow); true }; // Handle escape menu if (_key == DIK_ESCAPE) exitWith { if (GVAR(uiMapVisible)) then { [] call FUNC(ui_toggleMap); } else { if (GVAR(uiForced)) then { private _displayType = ["RscDisplayInterrupt","RscDisplayMPInterrupt"] select isMultiplayer; SPEC_DISPLAY createDisplay _displayType; } else { [false] call FUNC(setSpectator); }; }; true }; // Handle perspective cycling if (_key in [DIK_SPACE, DIK_NUMPADENTER]) exitWith { private _oldMode = GVAR(camMode); private _modes = GVAR(availableModes); // Get current index and index count private _iMode = (_modes find _oldMode) max 0; private _countModes = count _modes; if (_countModes != 0) then { _iMode = (_iMode + 1) % _countModes; if (_iMode < 0) then { _iMode = _countModes + _iMode; }; }; private _newMode = _modes select _iMode; [_newMode] call FUNC(cam_setCameraMode); true }; // Handle vision mode cycling if (_key == DIK_N) exitWith { private _oldVision = GVAR(camVision); private _visions = GVAR(availableVisions); // Get current index and index count private _iVision = (_visions find _oldVision) max 0; private _countVisions = count _visions; if (_countVisions != 0) then { _iVision = (_iVision + 1) % _countVisions; if (_iVision < 0) then { _iVision = _countVisions + _iVision; }; }; private _newVision = _visions select _iVision; [_newVision] call FUNC(cam_setVisionMode); true }; // Handle postive change in draw if (_key == DIK_PGUP) exitWith { setViewDistance ((viewDistance + 250) min MAX_VIEW_DISTANCE); true }; // Handle negative change in draw if (_key == DIK_PGDN) exitWith { setViewDistance ((viewDistance - 250) max MIN_VIEW_DISTANCE); true }; // Handle spectate lights if (_key == DIK_L) exitWith { if (GVAR(camLight)) then { { deleteVehicle _x; } forEach GVAR(camLights); GVAR(camLights) = []; } else { private _cameraLight = "#lightpoint" createvehicleLocal getPosASL GVAR(camera); _cameraLight setLightBrightness 2; _cameraLight setLightAmbient [1,1,1]; _cameraLight setLightColor [0,0,0]; _cameraLight lightAttachObject [GVAR(camera), [0,0,0]]; private _pointerLight = "#lightpoint" createvehicleLocal getPosASL GVAR(camera); _pointerLight setLightBrightness 1; _pointerLight setLightAmbient [1,1,1]; _pointerLight setLightColor [0,0,0]; GVAR(camLights) = [_cameraLight, _pointerLight]; }; GVAR(camLight) = !GVAR(camLight); true }; // Handle toggling the UI if (_key == DIK_BACKSPACE) exitWith { [] call FUNC(ui_toggleUI); true }; // Handle toggling help if (_key == DIK_F1) exitWith { GVAR(uiHelpVisible) = !GVAR(uiHelpVisible); [] call FUNC(ui_updateHelp); CTRL_HELP ctrlShow GVAR(uiHelpVisible); CTRL_HELP_BACK ctrlShow GVAR(uiHelpVisible); true }; // Handle toggle focus info widget if (_key == DIK_I) exitWith { GVAR(uiWidgetVisible) = !GVAR(uiWidgetVisible); [] call FUNC(ui_updateWidget); true }; // Handle toggling projectile drawing if (_key == DIK_P) exitWith { GVAR(drawProjectiles) = !GVAR(drawProjectiles); true }; // Handle toggling unit drawing if (_key == DIK_O) exitWith { GVAR(drawUnits) = !GVAR(drawUnits); true }; // Handle getting next focus target if (_key == DIK_RIGHT) exitWith { [true] call FUNC(switchFocus); true }; // Handle getting previous focus target if (_key == DIK_LEFT) exitWith { [false] call FUNC(switchFocus); true }; // If the zeus key is pressed and unit is curator, open zeus interface if ((_key in (actionKeys "CuratorInterface")) && {!isNull (getAssignedCuratorLogic player)}) exitWith { // Close the UI and disable camera input [false] call FUNC(ui); GVAR(camera) camCommand "manual off"; // Display XEH handles re-opening openCuratorInterface; // Set the curator camera to the spectator camera location [{!isNull curatorCamera},{ curatorCamera setPosASL (getPosASL GVAR(camera)); curatorCamera setDir (getDirVisual GVAR(camera)); // Curator tracks its own vision mode [getAssignedCuratorLogic player, 0] call bis_fnc_toggleCuratorVisionMode; }] call CBA_fnc_waitUntilAndExecute; true }; false // default to unhandled