/* * Author: Dslyecxi, MikeMatrix * Receives and draws map gestures from nearby players. * * Arguments: * 0: Map Handle * * Return Value: * None * * Example: * [findDisplay 12 displayCtrl 51] call ace_map_gesutres_fnc_drawMapGestures * * Public: No */ #include "script_component.hpp" #define ICON_RENDER_SIZE 55 #define ICON_TEXT_ALIGN "left" #define ICON_ANGLE 0 #define ICON_SHADOW 1 #define TEXT_FONT "RobotoCondensedBold" #define TEXT_ICON_RENDER_SIZE 20 #define TEXT_SIZE 0.030 #define TEXT_SHADOW 0 if (!GVAR(enabled) || !visibleMap) exitWith {}; private ["_color", "_drawPosVariableName", "_group", "_grpName", "_pos", "_unitUID"]; params ["_mapHandle"]; // Iterate over all nearby players and render their pointer if player is transmitting. { // Data variable name for unit _unitUID = getPlayerUID _x; _drawPosVariableName = if (!isNil "_unitUID" && _unitUID != "") then {format [QGVAR(%1_DrawPos), _unitUID]} else {nil}; if (!isNil "_drawPosVariableName") then { if (isNil {missionNamespace getVariable _drawPosVariableName}) then {missionNamespace setVariable [_drawPosVariableName, [1, 1, 1]];}; _pos = missionNamespace getVariable _drawPosVariableName; // Only render if the unit is alive and transmitting if (alive _x && {_x getVariable QGVAR(Transmit)}) then { _group = group _x; _grpName = groupID _group; // If color settings for the group exist, then use those, otherwise fall back to the default colors _color = if ([GVAR(GroupColorConfigurationMapping), _grpName] call CBA_fnc_hashHasKey) then { (GVAR(GroupColorConfigurations) select ([GVAR(GroupColorConfigurationMapping), _grpName] call CBA_fnc_hashGet)) select (_x != leader _group) } else { if (_x == leader _group) then {GVAR(defaultLeadColor)} else {GVAR(defaultColor)}; }; // Render icon and player name _mapHandle drawIcon ["\a3\ui_f\data\gui\cfg\Hints\icon_text\group_1_ca.paa", _color, _pos, ICON_RENDER_SIZE, ICON_RENDER_SIZE, ICON_ANGLE, "", ICON_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN]; _mapHandle drawIcon ["#(argb,8,8,3)color(0,0,0,0)", GVAR(nameTextColor), _pos, TEXT_ICON_RENDER_SIZE, TEXT_ICON_RENDER_SIZE, ICON_ANGLE, name _x, TEXT_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN]; }; }; nil } count ([ACE_player, GVAR(maxRange)] call FUNC(getProximityPlayers));