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d034324e88
* Added a3 include pboprefix * Add defineDIKCodes header * defineDIKCodes include case correct * Use ui_f dikcodes * Fix fnc_checkfiles macro and dll condition * Incorrect macro usage in fnc_getVehiclePos * Incorrect macro usage in fnc_getVehiclePosComplex * Add defineResincl ui_f include * Remove include guard from defineResincl * Incorrect macro usage in fnc_handleMouseButton * Incorrect macro usage in fnc_setMarkerJIP * Semicolon after include * Add defineResinclDesign ui_f include * Incorrect macro usage fnc_rearmSuccessLocal * Incorrect macro usage fnc_rearmSuccessLocal * Stray backslash in fnc_camshake * Incorrect macro usage in fnc_startNozzleInHandsPFH * Incorrect amcro usage in fnc_tag * Incorrect macro usage in fnc_moduleGlobalSetSkill * Reenable linux checkFiles * Non-captialized requiredAddons * Non-captialized requiredAddons
200 lines
5.0 KiB
Plaintext
200 lines
5.0 KiB
Plaintext
#include "script_component.hpp"
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#include "\a3\ui_f\hpp\defineDIKCodes.inc"
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/*
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* Author: Nelson Duarte, AACO, SilentSpike
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* Function used to handle key down event
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*
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* Arguments:
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* 0: Spectator display <DISPLAY>
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* 1: Key DIK code <NUMBER>
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* 2: State of shift <BOOL>
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* 3: State of ctrl <BOOL>
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* 4: State of alt <BOOL>
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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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* _this call ace_spectator_fnc_ui_handleKeyDown
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*
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* Public: No
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*/
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params ["","_key","_shift","_ctrl","_alt"];
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// Handle map toggle
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if (_key == DIK_M) exitWith {
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[] call FUNC(ui_toggleMap);
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true
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};
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// Handle very fast speed
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if (_key == DIK_LALT) exitWith {
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[true] call FUNC(cam_toggleSlow);
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true
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};
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// Handle escape menu
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if (_key == DIK_ESCAPE) exitWith {
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if (GVAR(uiMapVisible)) then {
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[] call FUNC(ui_toggleMap);
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} else {
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if (GVAR(uiForced)) then {
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private _displayType = ["RscDisplayInterrupt","RscDisplayMPInterrupt"] select isMultiplayer;
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SPEC_DISPLAY createDisplay _displayType;
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} else {
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[false] call FUNC(setSpectator);
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};
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};
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true
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};
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// Handle perspective cycling
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if (_key in [DIK_SPACE, DIK_NUMPADENTER]) exitWith {
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private _oldMode = GVAR(camMode);
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private _modes = GVAR(availableModes);
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// Get current index and index count
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private _iMode = (_modes find _oldMode) max 0;
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private _countModes = count _modes;
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if (_countModes != 0) then {
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_iMode = (_iMode + 1) % _countModes;
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if (_iMode < 0) then { _iMode = _countModes + _iMode; };
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};
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private _newMode = _modes select _iMode;
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[_newMode] call FUNC(cam_setCameraMode);
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true
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};
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// Handle vision mode cycling
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if (_key == DIK_N) exitWith {
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private _oldVision = GVAR(camVision);
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private _visions = GVAR(availableVisions);
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// Get current index and index count
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private _iVision = (_visions find _oldVision) max 0;
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private _countVisions = count _visions;
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if (_countVisions != 0) then {
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_iVision = (_iVision + 1) % _countVisions;
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if (_iVision < 0) then { _iVision = _countVisions + _iVision; };
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};
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private _newVision = _visions select _iVision;
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[_newVision] call FUNC(cam_setVisionMode);
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true
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};
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// Handle postive change in draw
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if (_key == DIK_PGUP) exitWith {
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setViewDistance ((viewDistance + 250) min MAX_VIEW_DISTANCE);
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true
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};
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// Handle negative change in draw
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if (_key == DIK_PGDN) exitWith {
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setViewDistance ((viewDistance - 250) max MIN_VIEW_DISTANCE);
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true
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};
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// Handle spectate lights
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if (_key == DIK_L) exitWith {
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if (GVAR(camLight)) then {
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{ deleteVehicle _x; } forEach GVAR(camLights);
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GVAR(camLights) = [];
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} else {
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private _cameraLight = "#lightpoint" createvehicleLocal getPosASL GVAR(camera);
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_cameraLight setLightBrightness 2;
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_cameraLight setLightAmbient [1,1,1];
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_cameraLight setLightColor [0,0,0];
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_cameraLight lightAttachObject [GVAR(camera), [0,0,0]];
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private _pointerLight = "#lightpoint" createvehicleLocal getPosASL GVAR(camera);
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_pointerLight setLightBrightness 1;
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_pointerLight setLightAmbient [1,1,1];
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_pointerLight setLightColor [0,0,0];
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GVAR(camLights) = [_cameraLight, _pointerLight];
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};
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GVAR(camLight) = !GVAR(camLight);
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true
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};
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// Handle toggling the UI
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if (_key == DIK_BACKSPACE) exitWith {
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[] call FUNC(ui_toggleUI);
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true
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};
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// Handle toggling help
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if (_key == DIK_F1) exitWith {
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GVAR(uiHelpVisible) = !GVAR(uiHelpVisible);
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[] call FUNC(ui_updateHelp);
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CTRL_HELP ctrlShow GVAR(uiHelpVisible);
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CTRL_HELP_BACK ctrlShow GVAR(uiHelpVisible);
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true
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};
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// Handle toggle focus info widget
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if (_key == DIK_I) exitWith {
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GVAR(uiWidgetVisible) = !GVAR(uiWidgetVisible);
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[] call FUNC(ui_updateWidget);
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true
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};
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// Handle toggling projectile drawing
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if (_key == DIK_P) exitWith {
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GVAR(drawProjectiles) = !GVAR(drawProjectiles);
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true
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};
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// Handle toggling unit drawing
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if (_key == DIK_O) exitWith {
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GVAR(drawUnits) = !GVAR(drawUnits);
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true
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};
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// Handle getting next focus target
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if (_key == DIK_RIGHT) exitWith {
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[true] call FUNC(switchFocus);
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true
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};
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// Handle getting previous focus target
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if (_key == DIK_LEFT) exitWith {
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[false] call FUNC(switchFocus);
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true
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};
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// If the zeus key is pressed and unit is curator, open zeus interface
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if ((_key in (actionKeys "CuratorInterface")) && {!isNull (getAssignedCuratorLogic player)}) exitWith {
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// Close the UI and disable camera input
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[false] call FUNC(ui);
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GVAR(camera) camCommand "manual off";
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// Display XEH handles re-opening
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openCuratorInterface;
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// Set the curator camera to the spectator camera location
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[{!isNull curatorCamera},{
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curatorCamera setPosASL (getPosASL GVAR(camera));
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curatorCamera setDir (getDirVisual GVAR(camera));
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// Curator tracks its own vision mode
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[getAssignedCuratorLogic player, 0] call bis_fnc_toggleCuratorVisionMode;
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}] call CBA_fnc_waitUntilAndExecute;
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true
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};
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false // default to unhandled
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