ACE3/addons/interact_menu/functions/fnc_render.sqf
Nicolás Badano 310710b6e2 Major plumbing upgrades on interact_menu:
- Store only one compiled menu per class
- Actions added through apis for invidual objects stored on the object separately
- Replaced the concept of uids by paths. This allows adding/removing actions inside other actions loaded from config seamlessly.
- Temporarily removed caching of nearby actions (probe). We may go back to that if needed pretty easily. This allows the player to move freely with the interaction menu opened.
2015-02-27 01:55:16 -03:00

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/*
* Author: NouberNou and CAA-Picard
* Render all available nearby interactions
*
* Argument:
* None
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
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"];
_foundTarget = false;
_cursorPos1 = positionCameraToWorld [0, 0, 0];
_cursorPos2 = positionCameraToWorld [0, 0, 2];
GVAR(currentOptions) = [];
private ["_actionsVarName","_classActions","_objectActions","_target","_player","_actionItem","_active"];
if (GVAR(keyDown)) then {
[] call FUNC(updateVecLineMap);
// Render all nearby interaction menus
_nearestObjects = nearestObjects [(getPos ACE_player), ["All"], 15];
{
_target = _x;
_player = ACE_player;
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(Act_%1), typeOf _target];
GVAR(objectActions) = _target getVariable [QGVAR(actions), []];
{
_actionItem = _x;
// Only render them directly if they are base level actions
if (count (_actionItem select 8) == 1) then {
_active = [_target, ACE_player] call (_actionItem select 4);
if (_active) then {
GVAR(renderDepth) = 0;
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
};
};
} forEach GVAR(objectActions);
// Iterate through base level class actions and render them if appropiate
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_actionItem = _x;
_active = [_target, ACE_player] call (_actionItem select 4);
if (_active) then {
GVAR(renderDepth) = 0;
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
};
} forEach _classActions;
} forEach _nearestObjects;
} else {
if (GVAR(keyDownSelfAction)) then {
[] call FUNC(updateVecLineMap);
// Render only the self action menu
_target = vehicle ACE_player;
_player = ACE_player;
// Iterate through object actions, find base level actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
GVAR(objectActions) = _target getVariable [QGVAR(selfActions), []];
{
_actionItem = _x;
// Only render them directly if they are base level actions
if (count (_actionItem select 8) == 1) then {
_active = [_target, ACE_player] call (_actionItem select 4);
if (_active) then {
GVAR(renderDepth) = 0;
[_target, _actionItem, 0, [180, 360]] call FUNC(renderMenu);
};
};
} forEach GVAR(objectActions);
// Iterate through base level class actions and render them if appropiate
_actionsVarName = format [QGVAR(SelfAct_%1), typeOf _target];
_classActions = missionNamespace getVariable [_actionsVarName, []];
{
_actionItem = _x;
_active = [_target, ACE_player] call (_actionItem select 4);
if (_active) then {
GVAR(renderDepth) = 0;
_pos = (ACE_player modelToWorld (ACE_player selectionPosition "spine3")) vectorAdd GVAR(selfMenuOffset) vectorAdd [0,0,0.25];
[ACE_player, _actionItem, 0, [180, 360], _pos] call FUNC(renderMenu);
};
} forEach _classActions;
};
};
if(GVAR(keyDown) || GVAR(keyDownSelfAction)) then {
drawIcon3D ["\a3\ui_f\data\IGUI\Cfg\Cursors\selected_ca.paa", [1,0,0,1], _cursorPos2, 1, 1, 0, "", 0.5, 0.025, "TahomaB"];
_cursorScreenPos = worldToScreen _cursorPos2;
_closestDistance = 1000000;
_closestSelection = -1;
{
_pos = _x select 1;
_sPos = worldToScreen _pos;
if(count _sPos > 0) then {
_disSq = (((_cursorScreenPos select 0) - (_sPos select 0))^2 + ((_cursorScreenPos select 1) - (_sPos select 1))^2);
if(_disSq < 0.0125 && _disSq < _closestDistance) then {
_closestDistance = _disSq;
_closestSelection = _forEachIndex;
};
};
} forEach GVAR(currentOptions);
if(_closestSelection == -1) exitWith {};
_closest = GVAR(currentOptions) select _closestSelection;
_pos = _closest select 1;
_cTime = diag_tickTime;
_delta = _cTime - GVAR(lastTime);
GVAR(lastTime) = _cTime;
GVAR(rotationAngle) = GVAR(rotationAngle) + (180*_delta);
if(GVAR(rotationAngle) > 360) then {
GVAR(rotationAngle) = GVAR(rotationAngle) - 360;
};
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"];
_foundTarget = true;
GVAR(actionSelected) = true;
GVAR(selectedTarget) = (_closest select 0) select 0;
GVAR(selectedAction) = ((_closest select 0) select 1) select 3;
_misMatch = false;
_hoverPath = (_closest select 2);
if((count GVAR(lastPath)) != (count _hoverPath)) then {
_misMatch = true;
} else {
{
if(_x != (_hoverPath select _forEachIndex)) exitWith {
_misMatch = true;
};
} forEach GVAR(lastPath);
};
if(_misMatch) then {
GVAR(lastPath) = _hoverPath;
GVAR(startHoverTime) = diag_tickTime;
GVAR(expanded) = false;
} else {
if(!GVAR(expanded) && diag_tickTime-GVAR(startHoverTime) > 0.25) then {
GVAR(expanded) = true;
GVAR(menuDepthPath) = +GVAR(lastPath);
};
};
//diag_log format ["GVAR(menuDepthPath): %1", GVAR(menuDepthPath)];
};
if(!_foundTarget && GVAR(actionSelected)) then {
GVAR(actionSelected) = false;
GVAR(expanded) = false;
GVAR(lastPath) = [];
if(!GVAR(keyDown)) then {
GVAR(vecLineMap) = [];
};
};
for "_i" from GVAR(iconCount) to (count GVAR(iconCtrls))-1 do {
ctrlDelete (GVAR(iconCtrls) select _i);
};
GVAR(iconCtrls) resize GVAR(iconCount);
GVAR(iconCount) = 0;