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998f86f034
* first pass * second pass * third pass * final pass * missing commas * newlines * switch to cba eventhandler * newlines, formatting * laser - movedToSQF * add logging to ace_common_fnc_cbaSettings_loadFromConfig * Update initSettings.sqf Co-authored-by: PabstMirror <pabstmirror@gmail.com>
53 lines
2.0 KiB
Plaintext
53 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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// Exit on Headless
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if (!hasInterface) exitWith {};
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// Compile and cache config UI
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GVAR(configCache) = call CBA_fnc_createNamespace;
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call FUNC(compileConfigUI);
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// Scripted API namespace
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GVAR(elementsSet) = call CBA_fnc_createNamespace;
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// Attach all event handlers where UI has to be updated
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["CBA_settingsInitialized", {
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// Initial settings
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[false] call FUNC(setElements);
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// On load and entering/exiting a vehicle
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["ace_infoDisplayChanged", {
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// Selective UI Advanced
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// Defaults must be set in this EH to make sure controls are activated and advanced settings can be modified
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private _force = [true, false] select (GVAR(allowSelectiveUI));
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{
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[_x, missionNamespace getVariable (format [QGVAR(%1), _x]), false, _force] call FUNC(setAdvancedElement);
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} forEach (allVariables GVAR(configCache));
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// Execute local event for when it's safe to modify UI through this API
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// infoDisplayChanged can execute multiple times, make sure it only happens once
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if (!GVAR(interfaceInitialized)) then {
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[QGVAR(InterfaceInitialized), []] call CBA_fnc_localEvent;
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GVAR(interfaceInitialized) = true;
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};
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}] call CBA_fnc_addEventHandler;
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// On changing settings
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["CBA_SettingChanged", {
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params ["_name", "_value"];
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if (_name select [0, 7] != "ace_ui_") exitWith {};
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if (_name in ELEMENTS_BASIC) then {
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[true] call FUNC(setElements);
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} else {
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private _nameNoPrefix = toLower (_name select [_delimPos]);
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private _cachedElement = GVAR(configCache) getVariable _nameNoPrefix;
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if (!isNil "_cachedElement") then {
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[_nameNoPrefix, _value, true] call FUNC(setAdvancedElement);
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};
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};
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}] call CBA_fnc_addEventHandler;
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}] call CBA_fnc_addEventHandler;
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["unit", FUNC(handlePlayerChanged), true] call CBA_fnc_addPlayerEventHandler;
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