ACE3/addons/ui/functions/fnc_setAdvancedElement.sqf
2016-08-22 21:06:52 +02:00

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