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84 lines
2.5 KiB
Plaintext
84 lines
2.5 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Jonpas
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* Sets advanced visible element of the UI using displays and controls.
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*
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* Arguments:
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* 0: Element Name <STRING>
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* 1: Show/Hide Element <BOOL>
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* 2: Show Hint <BOOL>
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* 3: Force change even when disallowed <BOOL> (default: false)
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*
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* Return Value:
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* Successfully Set <BOOL>
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*
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* Example:
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* _successfullySet = ["ammoCount", true, false] call ace_ui_fnc_setAdvancedElement
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*
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* Public: No
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*/
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params ["_element", "_show", ["_showHint", false, [true]], ["_force", false, [true]] ];
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private _cachedElement = GVAR(configCache) getVariable _element;
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if (isNil "_cachedElement") exitWith {};
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if (!_force && {!GVAR(allowSelectiveUI)}) exitWith {
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[LSTRING(Disallowed), 2] call EFUNC(common,displayTextStructured);
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false
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};
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_cachedElement params ["_idd", "_elements", "_location", "_conditions"];
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// Exit if main vehicle type condition not fitting
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private _canUseWeapon = ACE_player call CBA_fnc_canUseWeapon;
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if ((_canUseWeapon && {_location == 2}) || {!_canUseWeapon && {_location == 1}}) exitWith {false};
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// Get setting from config API
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{
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if (!call (_x select 0)) exitWith {
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// Display and print info which component forced the element except for default vehicle check
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if (_showHint) then {
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[LSTRING(Disabled), 2] call EFUNC(common,displayTextStructured);
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INFO_2("Attempted modification of a forced User Interface element '%1' by '%2'.",_element,_x select 1);
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};
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_show = false;
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};
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} count _conditions;
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// Get setting from scripted API
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if (!_force) then {
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private _setElement = GVAR(elementsSet) getVariable _element;
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if (!isNil "_setElement") then {
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_setElement params ["_sourceSet", "_showSet"];
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if (_showHint) then {
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[LSTRING(Disabled), 2] call EFUNC(common,displayTextStructured);
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INFO_2("Attempted modification of a forced User Interface element '%1' by '%2'.",_element,_sourceSet);
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};
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_show = _showSet;
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};
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};
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_show = [1, 0] select _show;
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// Disable/Enable elements
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private _success = false;
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{
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private _idc = _x;
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// Loop through IGUI displays as they can be present several times for some reason
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{
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if (_idd == ctrlIDD _x) then {
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//TRACE_3("Setting Element Visibility",_show,_idd,_idc);
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(_x displayCtrl _idc) ctrlSetFade _show;
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(_x displayCtrl _idc) ctrlCommit 0;
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_success = true;
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};
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} count (uiNamespace getVariable "IGUI_displays");
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nil
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} count _elements;
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_success
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