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59af3e1f6d
* medical_treatment * advanced_throwing * common, csw * Update fnc_replaceRegisteredItems.sqf * Sanitised numerous components * Update XEH_postInit.sqf * Update XEH_postInit.sqf * FUNC -> LINKFUNC * Changed tagging hashmap * Reverted some changes * Reverted some changes * Update XEH_clientInit.sqf * Tweaks and fixes * Fix number replacements * Minor cleanup * Update fnc_getMagazineName.sqf * Update fnc_getMagazineName.sqf * Minor improvement * Made factions case-sensitive and added `toLowerANSI` to be safe * Update fnc_getDetectedObject.sqf * Update addons/common/functions/fnc_actionKeysNamesConverted.sqf Co-authored-by: Grim <69561145+LinkIsGrim@users.noreply.github.com> * Throw error if item doesn't exist --------- Co-authored-by: Salluci <69561145+Salluci@users.noreply.github.com> Co-authored-by: johnb432 <58661205+johnb432@users.noreply.github.com>
95 lines
3.0 KiB
Plaintext
95 lines
3.0 KiB
Plaintext
#include "..\script_component.hpp"
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/*
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* Author: Jonpas
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* Sets advanced visible element of the UI using displays and controls.
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*
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* Arguments:
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* 0: Element Name <STRING>
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* 1: Show/Hide Element <BOOL>
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* 2: Show Hint <BOOL> (default: false)
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* 3: Force change even when disallowed <BOOL> (default: false)
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*
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* Return Value:
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* Successfully Set <BOOL>
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*
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* Example:
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* _successfullySet = ["ammoCount", true, false] call ace_ui_fnc_setAdvancedElement
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*
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* Public: No
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*/
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params ["_element", "_show", ["_showHint", false, [true]], ["_force", false, [true]]];
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_element = toLowerANSI _element;
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private _cachedElement = GVAR(configCache) get _element;
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if (isNil "_cachedElement") exitWith {TRACE_1("nil element",_this)};
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if (!_force && {!GVAR(allowSelectiveUI)}) exitWith {
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TRACE_1("not allowed",_this);
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[LSTRING(Disallowed), 2] call EFUNC(common,displayTextStructured);
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false
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};
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_cachedElement params ["_idd", "_elements", "_location", "_conditions"];
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// Exit if main vehicle type condition not fitting
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private _canUseWeaponOrInCargo = ACE_player call CBA_fnc_canUseWeapon || {-1 < vehicle ACE_player getCargoIndex ACE_player};
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private _inUAVCamera = !isNull getConnectedUAVUnit player; // explictly using player
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if (
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(_canUseWeaponOrInCargo && {!_inUAVCamera} && {_location == VEHICLE_ONLY})
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|| {(!_canUseWeaponOrInCargo || {_inUAVCamera}) && {_location == GROUND_ONLY}}
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) exitWith {
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TRACE_3("skip location",_this,_canUseWeaponOrInCargo,_location);
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false
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};
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// Get setting from config API
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{
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if (!call (_x select 0)) exitWith {
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// Display and print info which component forced the element except for default vehicle check
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if (_showHint) then {
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[LSTRING(Disabled), 2] call EFUNC(common,displayTextStructured);
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INFO_2("Attempted modification of a forced User Interface element '%1' by '%2'.",_element,_x select 1);
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};
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_show = false;
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};
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} forEach _conditions;
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// Get setting from scripted API
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if (!_force) then {
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private _setElement = GVAR(elementsSet) get _element;
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if (!isNil "_setElement") then {
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_setElement params ["_sourceSet", "_showSet"];
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if (_showHint) then {
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[LSTRING(Disabled), 2] call EFUNC(common,displayTextStructured);
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INFO_2("Attempted modification of a forced User Interface element '%1' by '%2'.",_element,_sourceSet);
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};
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_show = _showSet;
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};
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};
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private _displays = ((uiNamespace getVariable "IGUI_displays") + [findDisplay IDD_MISSION]) select {_idd == ctrlIDD _x};
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private _fade = parseNumber !_show;
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// Disable/Enable elements
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private _success = false;
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{
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private _idc = _x;
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// Loop through IGUI displays as they can be present several times for some reason
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{
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_success = true;
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private _control = _x displayCtrl _idc;
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if (ctrlFade _control == _fade) then {continue};
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TRACE_4("Setting Element Visibility",_element,_fade,_idd,_idc);
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_control ctrlSetFade _fade;
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_control ctrlCommit 0;
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} forEach _displays;
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} forEach _elements;
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_success
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