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aeb0614e7e
* Cleanup map gesture sync / color mapping - Adds ace_common_fnc_setPlayerOwner which syncs player's owner var - Redo publicVarClient with CBA's ownerEvent - Remove old ace_settings - Make color module run globaly - Ad public ace_map_gestures_fnc_addGroupColorMapping * fix return
62 lines
2.0 KiB
Plaintext
62 lines
2.0 KiB
Plaintext
/*
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* Author: Dslyecxi, MikeMatrix
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* Receives and draws map gestures from nearby players.
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*
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* Arguments:
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* 0: Map Handle <CONTROL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [findDisplay 12 displayCtrl 51] call ace_map_gesutres_fnc_drawMapGestures
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*
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* Public: No
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*/
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#include "script_component.hpp"
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BEGIN_COUNTER(draw);
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#define ICON_RENDER_SIZE 55
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#define ICON_TEXT_ALIGN "left"
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#define ICON_ANGLE 0
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#define ICON_SHADOW 1
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#define TEXT_FONT "RobotoCondensedBold"
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#define TEXT_ICON_RENDER_SIZE 20
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#define TEXT_SIZE 0.030
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#define TEXT_SHADOW 0
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if (!GVAR(enabled) || !visibleMap) exitWith {};
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params ["_mapHandle"];
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// Iterate over all nearby players and render their pointer if player is transmitting.
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{
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// Only render if the unit is alive and transmitting
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if (alive _x && {_x getVariable [QGVAR(Transmit), false]}) then {
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private _pos = _x getVariable [QGVAR(pointPosition), [0,0,0]];
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private _group = group _x;
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private _grpName = groupID _group;
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// If color settings for the group exist, then use those, otherwise fall back to the default colors
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private _colorMap = GVAR(GroupColorCfgMappingNew) getVariable _grpName;
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private _color = if (isNil "_colorMap") then {
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[GVAR(defaultLeadColor), GVAR(defaultColor)] select (_x != leader _group);
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} else {
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_colorMap select (_x != leader _group);
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};
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TRACE_2("",_colorMap,_color);
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// Render icon and player name
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_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];
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_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];
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};
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nil
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} count ([ACE_player, GVAR(maxRange)] call FUNC(getProximityPlayers));
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END_COUNTER(draw);
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