mirror of
https://github.com/acemod/ACE3.git
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179 lines
6.2 KiB
Plaintext
179 lines
6.2 KiB
Plaintext
/*
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* Author: NouberNou and CAA-Picard
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* Render all available nearby interactions
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*
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* Argument:
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* None
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*
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* Return value:
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* None
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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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private ["_cursorPos1", "_cursorPos2", "_cursorVec", "_p1", "_p2", "_p", "_v", "_cp", "_forEachIndex", "_renderTargets", "_x", "_cursorScreenPos", "_closestDistance", "_closestSelection", "_pos", "_sPos", "_disSq", "_closest", "_cTime", "_delta", "_foundTarget", "_misMatch", "_hoverPath", "_i"];
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_foundTarget = false;
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_cursorPos1 = positionCameraToWorld [0, 0, 0];
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_cursorPos2 = positionCameraToWorld [0, 0, 2];
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GVAR(currentOptions) = [];
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private ["_actionsVarName","_classActions","_objectActions","_target","_player","_actionItem","_active"];
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if (GVAR(keyDown)) then {
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[] call FUNC(updateVecLineMap);
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// Render all nearby interaction menus
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_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15];
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{
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_target = _x;
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_player = ACE_player;
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// Iterate through object actions, find base level actions and render them if appropiate
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_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
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GVAR(objectActions) = _target getVariable [QGVAR(actions), []];
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{
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_actionItem = _x;
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// Only render them directly if they are base level actions
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if (count (_actionItem select 8) == 1) then {
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
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};
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};
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} forEach GVAR(objectActions);
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// Iterate through base level class actions and render them if appropiate
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_classActions = missionNamespace getVariable [_actionsVarName, []];
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{
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_actionItem = _x;
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
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};
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} forEach _classActions;
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} forEach _nearestObjects;
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} else {
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if (GVAR(keyDownSelfAction)) then {
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[] call FUNC(updateVecLineMap);
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// Render only the self action menu
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_target = vehicle ACE_player;
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_player = ACE_player;
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// Iterate through object actions, find base level actions and render them if appropiate
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_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
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GVAR(objectActions) = _target getVariable [QGVAR(selfActions), []];
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{
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_actionItem = _x;
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// Only render them directly if they are base level actions
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if (count (_actionItem select 8) == 1) then {
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
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};
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};
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} forEach GVAR(objectActions);
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// Iterate through base level class actions and render them if appropiate
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_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
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_classActions = missionNamespace getVariable [_actionsVarName, []];
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{
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_actionItem = _x;
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_active = [_target, ACE_player] call (_actionItem select 4);
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if (_active) then {
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GVAR(renderDepth) = 0;
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_pos = (ACE_player modelToWorld (ACE_player selectionPosition "spine3")) vectorAdd GVAR(selfMenuOffset) vectorAdd [0,0,0.25];
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[ACE_player, _actionItem, 0, [180, 360], _pos] call FUNC(renderMenu);
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};
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} forEach _classActions;
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};
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};
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if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa", [1,0,0,1], _cursorPos2, 1, 1, 0, "", 0.5, 0.025, "TahomaB"];
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_cursorScreenPos = worldToScreen _cursorPos2;
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_closestDistance = 1000000;
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_closestSelection = -1;
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{
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_pos = _x select 1;
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_sPos = worldToScreen _pos;
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if(count _sPos > 0) then {
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_disSq = (((_cursorScreenPos select 0) - (_sPos select 0))^2 + ((_cursorScreenPos select 1) - (_sPos select 1))^2);
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if(_disSq < 0.0125 && _disSq < _closestDistance) then {
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_closestDistance = _disSq;
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_closestSelection = _forEachIndex;
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};
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};
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} forEach GVAR(currentOptions);
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if(_closestSelection == -1) exitWith {};
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_closest = GVAR(currentOptions) select _closestSelection;
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_pos = _closest select 1;
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_cTime = diag_tickTime;
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_delta = _cTime - GVAR(lastTime);
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GVAR(lastTime) = _cTime;
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GVAR(rotationAngle) = GVAR(rotationAngle) + (180*_delta);
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if(GVAR(rotationAngle) > 360) then {
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GVAR(rotationAngle) = GVAR(rotationAngle) - 360;
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};
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drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selectover_ca.paa", [1,0,0,.75], _pos, 0.6*SafeZoneW, 0.6*SafeZoneW, GVAR(rotationAngle), "", 0.5, 0.025, "TahomaB"];
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_foundTarget = true;
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GVAR(actionSelected) = true;
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GVAR(selectedTarget) = (_closest select 0) select 0;
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GVAR(selectedAction) = ((_closest select 0) select 1) select 3;
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_misMatch = false;
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_hoverPath = (_closest select 2);
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if((count GVAR(lastPath)) != (count _hoverPath)) then {
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_misMatch = true;
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} else {
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{
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if(_x != (_hoverPath select _forEachIndex)) exitWith {
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_misMatch = true;
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};
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} forEach GVAR(lastPath);
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};
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if(_misMatch) then {
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GVAR(lastPath) = _hoverPath;
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GVAR(startHoverTime) = diag_tickTime;
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GVAR(expanded) = false;
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} else {
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if(!GVAR(expanded) && diag_tickTime-GVAR(startHoverTime) > 0.25) then {
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GVAR(expanded) = true;
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GVAR(menuDepthPath) = +GVAR(lastPath);
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};
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};
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};
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if(!_foundTarget && GVAR(actionSelected)) then {
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GVAR(actionSelected) = false;
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GVAR(expanded) = false;
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GVAR(lastPath) = [];
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if(!GVAR(keyDown)) then {
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GVAR(vecLineMap) = [];
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};
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};
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for "_i" from GVAR(iconCount) to (count GVAR(iconCtrls))-1 do {
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ctrlDelete (GVAR(iconCtrls) select _i);
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};
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GVAR(iconCtrls) resize GVAR(iconCount);
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GVAR(iconCount) = 0;
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