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dd41f3e799
* change procedural texture to static texture existing in a3 Assets * use a smaller and no mimaps in the procedural texture
56 lines
2.0 KiB
Plaintext
56 lines
2.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: Dslyecxi, MikeMatrix
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* Receives and draws map gestures from nearby players.
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*
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* Arguments:
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* 0: Map Handle <CONTROL>
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* 1: Positions (objects or posAGLs) with render distance <ARRAY<ARRAY<OBJECT,NUMBER>>>
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*
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* Return Value:
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* None
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*
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* Example:
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* [findDisplay 12 displayCtrl 51, [[player, 0]]] call ace_map_gestures_fnc_drawMapGestures
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*
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* Public: No
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*/
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BEGIN_COUNTER(draw);
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#define ICON_RENDER_SIZE 55
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#define ICON_TEXT_ALIGN "left"
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#define ICON_ANGLE 0
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#define ICON_SHADOW 1
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#define TEXT_FONT "RobotoCondensedBold"
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#define TEXT_ICON_RENDER_SIZE 20
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#define TEXT_SIZE 0.030
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#define TEXT_SHADOW 0
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if (!GVAR(enabled)) exitWith {};
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params ["_mapHandle", "_positions"];
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private _players = [_positions, FUNC(getProximityPlayers), missionNamespace, QGVAR(proximityPlayersCache), 1] call EFUNC(common,cachedCall);
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// Iterate over all nearby players and render their pointer if player is transmitting.
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{
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private _pos = _x getVariable QGVAR(pointPosition);
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// Only render if the unit is alive and transmitting
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if (alive _x && { !isNil "_pos" }) then {
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if (_x == ACE_player && { !isNil QGVAR(cursorPosition) }) then {
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_pos = GVAR(cursorPosition);
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};
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// If color settings for the group exist, then use those, otherwise fall back to the default colors
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private _colorMap = GVAR(GroupColorCfgMappingNew) getVariable [(groupID (group _x)), [GVAR(defaultLeadColor), GVAR(defaultColor)]];
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private _color = _colorMap select (_x != leader _x);
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TRACE_2("",_colorMap,_color);
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// Render icon and player name
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_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];
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_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];
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};
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} forEach _players;
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END_COUNTER(draw);
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