ACE3/addons/map_gestures/functions/fnc_drawMapGestures.sqf
Joko dd41f3e799
Map Gestures - reduce the size of the procedural texture and don't generate mipmaps (#7876)
* change procedural texture to static texture existing in a3 Assets

* use a smaller and no mimaps in the procedural texture
2020-08-27 10:51:49 -05:00

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#include "script_component.hpp"
/*
* Author: Dslyecxi, MikeMatrix
* Receives and draws map gestures from nearby players.
*
* Arguments:
* 0: Map Handle <CONTROL>
* 1: Positions (objects or posAGLs) with render distance <ARRAY<ARRAY<OBJECT,NUMBER>>>
*
* Return Value:
* None
*
* Example:
* [findDisplay 12 displayCtrl 51, [[player, 0]]] call ace_map_gestures_fnc_drawMapGestures
*
* Public: No
*/
BEGIN_COUNTER(draw);
#define ICON_RENDER_SIZE 55
#define ICON_TEXT_ALIGN "left"
#define ICON_ANGLE 0
#define ICON_SHADOW 1
#define TEXT_FONT "RobotoCondensedBold"
#define TEXT_ICON_RENDER_SIZE 20
#define TEXT_SIZE 0.030
#define TEXT_SHADOW 0
if (!GVAR(enabled)) exitWith {};
params ["_mapHandle", "_positions"];
private _players = [_positions, FUNC(getProximityPlayers), missionNamespace, QGVAR(proximityPlayersCache), 1] call EFUNC(common,cachedCall);
// Iterate over all nearby players and render their pointer if player is transmitting.
{
private _pos = _x getVariable QGVAR(pointPosition);
// Only render if the unit is alive and transmitting
if (alive _x && { !isNil "_pos" }) then {
if (_x == ACE_player && { !isNil QGVAR(cursorPosition) }) then {
_pos = GVAR(cursorPosition);
};
// If color settings for the group exist, then use those, otherwise fall back to the default colors
private _colorMap = GVAR(GroupColorCfgMappingNew) getVariable [(groupID (group _x)), [GVAR(defaultLeadColor), GVAR(defaultColor)]];
private _color = _colorMap select (_x != leader _x);
TRACE_2("",_colorMap,_color);
// Render icon and player name
_mapHandle drawIcon ["\a3\ui_f\data\gui\cfg\Hints\icon_text\group_1_ca.paa", _color, _pos, ICON_RENDER_SIZE, ICON_RENDER_SIZE, ICON_ANGLE, "", ICON_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN];
_mapHandle drawIcon ["#(argb,1,1,1)color(0,0,0,0)", GVAR(nameTextColor), _pos, TEXT_ICON_RENDER_SIZE, TEXT_ICON_RENDER_SIZE, ICON_ANGLE, name _x, TEXT_SHADOW, TEXT_SIZE, TEXT_FONT, ICON_TEXT_ALIGN];
};
} forEach _players;
END_COUNTER(draw);