/* * Author: KoffeinFlummi, esteldunedain * Display the adjustment knobs, update their value and fade them out later * * Arguments: * None * * Return Value: * None * * Example: * [] call ace_scopes_fnc_showZeroing * * Public: No */ #include "script_component.hpp" disableSerialization; private _weaponIndex = [ACE_player, currentWeapon ACE_player] call EFUNC(common,getWeaponIndex); if (_weaponIndex < 0) exitWith {}; private _adjustment = ACE_player getVariable QGVAR(Adjustment); if (isNil "_adjustment") then { // [Windage, Elevation, Zero] _adjustment = [[0, 0, 0], [0, 0, 0], [0, 0, 0]]; }; // Display the adjustment knobs private _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer; _layer cutRsc [QGVAR(Zeroing), "PLAIN", 0, false]; // Find the display private _display = uiNamespace getVariable [QGVAR(ZeroingDisplay), displayNull]; if (isNull _display) exitWith {}; // Update values private _zeroing = _adjustment select _weaponIndex; _zeroing params ["_elevation", "_windage"]; private _vertical = _display displayCtrl 12; private _horizontal = _display displayCtrl 13; _vertical ctrlSetText (str _elevation); _horizontal ctrlSetText (str _windage); // 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 _pfhId = _this select 1; private _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer; _layer cutFadeOut 2; GVAR(fadePFH) = nil; [_pfhId] call CBA_fnc_removePerFrameHandler; }; }, 0.1, []] call CBA_fnc_addPerFrameHandler