/* * Author: NouberNou and esteldunedain * Render an interaction menu and it's children recursively * * Argument: * 0: Parent path * 1: Action data * 2: 2D position * 3: Angle range available for rendering * * Return value: * None * * Public: No */ #include "script_component.hpp" private ["_menuInSelectedPath", "_path", "_menuDepth", "_x", "_offset", "_newPos", "_forEachIndex", "_player", "_pos", "_shadowColor", "_target", "_textColor"]; EXPLODE_4_PVT(_this,_parentPath,_action,_sPos,_angles); EXPLODE_3_PVT(_action,_actionData,_activeChildren,_actionObject); EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan); _menuDepth = (count GVAR(menuDepthPath)); //BEGIN_COUNTER(constructing_paths); // Store path to action _path = +_parentPath; _path pushBack [_actionData select 0,_actionObject]; // Check if the menu is on the selected path _menuInSelectedPath = true; { if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith { _menuInSelectedPath = false; }; if !(_x isEqualTo (GVAR(menuDepthPath) select _forEachIndex)) exitWith { _menuInSelectedPath = false; }; } forEach _path; //END_COUNTER(constructing_paths); //BEGIN_COUNTER(constructing_colors); // Render icon // ARGB Color (First Hex Pair is transparancy) _textColor = GVAR(colorSelected); _shadowColor = GVAR(colorSelectedShadow); if(!_menuInSelectedPath) then { _textColor = (GVAR(colorNotSelectedMatrix) select (count _path)) select _menuDepth; _shadowColor = (GVAR(colorShadowNotSelectedMatrix) select (count _path)) select _menuDepth; }; //END_COUNTER(constructing_colors); //BEGIN_COUNTER(fnc_renderIcons); [_actionData select 1, _actionData select 2, _sPos, _textColor, _shadowColor, "#FFFFFFFF"] call FUNC(renderIcon); //END_COUNTER(fnc_renderIcons); //BEGIN_COUNTER(currentOptions); // Add the action to current options GVAR(currentOptions) pushBack [_this, _sPos, _path]; //END_COUNTER(currentOptions); // Exit without rendering children if it isn't if !(_menuInSelectedPath) exitWith {true}; //BEGIN_COUNTER(children); private ["_numChildren","_angleSpan","_angle","_angleInterval","_scale","_offset"]; _numChildren = count _activeChildren; _angleSpan = _maxAngleSpan min (55 * ((_numChildren) - 1)); if (_angleSpan >= 305) then { _angleSpan = 360; }; _angleInterval = 55; if (_angleSpan < 360) then { if (_numChildren > 1) then { _angleInterval = _angleSpan / (_numChildren - 1); }; } else { _angleInterval = _angleSpan / (_numChildren); }; if (_numChildren == 1) then { _angleInterval = 55; }; // Scale menu based on the amount of children _scale = if (GVAR(UseListMenu)) then { 0.17 } else { 0.17 * (((0.8 * (0.46 / sin (0.5 * _angleInterval))) min 1.1) max 0.5) }; // Animate menu scale if (_menuInSelectedPath && (_menuDepth == count _path)) then { _scale = _scale * (0.3 + 0.7 * (((diag_tickTime - GVAR(expandedTime)) * 8) min 1)); }; _target = _actionObject; _player = ACE_player; //END_COUNTER(children); _angle = _centerAngle - _angleSpan / 2; { //BEGIN_COUNTER(children); private ["_offset","_newPos"]; _newPos = if (GVAR(UseListMenu)) then { [(_sPos select 0) + _scale * 1.10, (_sPos select 1) + _scale * 0.30 * 4/3 * (_foreachindex - _numChildren/2 + 0.5)]; } else { [(_sPos select 0) -_scale * cos _angle, (_sPos select 1) +_scale * (sin _angle) * 4/3]; }; //drawLine3D [_pos, _newPos, [1,0,0,0.8]]; //END_COUNTER(children); [_path, _x, _newPos, [_angle, 150]] call FUNC(renderMenu); _angle = _angle + _angleInterval; } forEach _activeChildren; true