ACE3/addons/map_gestures/functions/fnc_drawMapGestures.sqf
PabstMirror aeb0614e7e Cleanup map gesture sync / color mapping (#4486)
* 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
2016-10-27 19:54:58 +02:00

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/*
* Author: Dslyecxi, MikeMatrix
* Receives and draws map gestures from nearby players.
*
* Arguments:
* 0: Map Handle <CONTROL>
*
* Return Value:
* None
*
* Example:
* [findDisplay 12 displayCtrl 51] call ace_map_gesutres_fnc_drawMapGestures
*
* Public: No
*/
#include "script_component.hpp"
BEGIN_COUNTER(draw);
#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 {};
params ["_mapHandle"];
// Iterate over all nearby players and render their pointer if player is transmitting.
{
// Only render if the unit is alive and transmitting
if (alive _x && {_x getVariable [QGVAR(Transmit), false]}) then {
private _pos = _x getVariable [QGVAR(pointPosition), [0,0,0]];
private _group = group _x;
private _grpName = groupID _group;
// If color settings for the group exist, then use those, otherwise fall back to the default colors
private _colorMap = GVAR(GroupColorCfgMappingNew) getVariable _grpName;
private _color = if (isNil "_colorMap") then {
[GVAR(defaultLeadColor), GVAR(defaultColor)] select (_x != leader _group);
} else {
_colorMap select (_x != leader _group);
};
TRACE_2("",_colorMap,_color);
// 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));
END_COUNTER(draw);