ACE3/addons/ui/functions/fnc_setAdvancedElement.sqf

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/*
* Author: Jonpas
* Sets advanced visible element of the UI using displays and controls.
*
* Arguments:
* 0: Element Name <STRING>
* 1: Show/Hide Element <BOOL>
* 2: Show Hint <BOOL>
* 3: Force change even when disallowed <BOOL> (default: false)
*
* Return Value:
* Successfully Set <BOOL>
*
* Example:
* ["ace_ui_ammoCount", true, false] call ace_ui_fnc_setAdvancedElement
*
* Public: No
*/
#include "script_component.hpp"
params ["_element", "_show", ["_showHint", false, [true]], ["_force", false, [true]] ];
if (!_force && {!GVAR(allowSelectiveUI)}) exitWith {
[LSTRING(Disallowed), 2] call EFUNC(common,displayTextStructured);
false
};
private _config = configFile >> "ACE_UI" >> _element;
// Exit if main vehicle type condition not fitting
private _location = getNumber (_config >> "location"); // (0-both, 1-ground, 2-vehicle)
private _canUseWeapon = ACE_player call CBA_fnc_canUseWeapon;
if ((_canUseWeapon && _location == 2) || (!_canUseWeapon && _location == 1)) exitWith {false};
private _idd = getNumber (_config >> "idd");
private _elements = getArray (_config >> "elements");
// Get setting from config API
{
private _condition = call compile (getText _x);
if !(_condition) exitWith {
TRACE_2("Condition False",_element,_x);
// Display and print info which component forced the element except for default vehicle check
if (_showHint) then {
[LSTRING(Disabled), 2] call EFUNC(common,displayTextStructured);
};
_show = false;
};
} forEach (configProperties [_config >> "conditions"]);
// Get setting from scripted API
if (!_force) then {
private _index = GVAR(elementsSet) find [_element, _show];
if (_index == -1) then {
_index = GVAR(elementsSet) find [_element, !_show];
if (_index != -1) then {
if (_showHint) then {
[LSTRING(Disabled), 2] call EFUNC(common,displayTextStructured);
};
_show = ((GVAR(elementsSet)) select _index) select 1;
};
};
};
_show = [1, 0] select _show;
// Disable/Enable elements
private _success = false;
{
private _idc = _x;
// Loop through IGUI displays as they can be present several times for some reason
{
if (_idd == ctrlIDD _x) then {
//TRACE_3("Setting Element Visibility",_show,_idd,_idc);
(_x displayCtrl _idc) ctrlSetFade _show;
(_x displayCtrl _idc) ctrlCommit 0;
_success = true;
};
} forEach (uiNamespace getVariable "IGUI_displays");
} forEach _elements;
_success