mirror of
https://github.com/acemod/ACE3.git
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120 lines
3.3 KiB
Plaintext
120 lines
3.3 KiB
Plaintext
/*
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* Author: NouberNou and esteldunedain
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* Render an interaction menu and it's children recursively
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*
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* Argument:
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* 0: Parent path <ARRAY>
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* 1: Action data <ARRAY>
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* 2: 2D position <ARRAY>
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* 3: Angle range available for rendering <ARRAY>
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*
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* Return value:
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* None
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*
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* Public: No
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*/
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#include "script_component.hpp"
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private ["_menuInSelectedPath", "_path", "_menuDepth", "_currentRenderDepth", "_x", "_offset", "_newPos", "_forEachIndex"];
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EXPLODE_4_PVT(_this,_parentPath,_action,_sPos,_angles);
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EXPLODE_3_PVT(_action,_actionData,_activeChildren,_actionObject);
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EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan);
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_menuDepth = (count GVAR(menuDepthPath));
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//BEGIN_COUNTER(constructing_paths);
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// Store path to action
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_path = +_parentPath;
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_path pushBack [_actionData select 0,_actionObject];
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// Check if the menu is on the selected path
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_menuInSelectedPath = true;
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{
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if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith {
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_menuInSelectedPath = false;
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};
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if !(_x isEqualTo (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
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_menuInSelectedPath = false;
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};
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} forEach _path;
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//END_COUNTER(constructing_paths);
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//BEGIN_COUNTER(constructing_colors);
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// Render icon
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// ARGB Color (First Hex Pair is transparancy)
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_color = "#FFFFFFFF";
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if(!_menuInSelectedPath) then {
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if (_menuDepth > 0) then {
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_color = format ["#%1FFFFFF", [255 * ((((count _path) - 1)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
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} else {
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_color = format ["#%1FFFFFF", [255 * 0.75] call EFUNC(common,toHex)];
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};
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};
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//END_COUNTER(constructing_colors);
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//BEGIN_COUNTER(fnc_renderIcons);
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[_actionData select 1, _color, _sPos, 1, 1, 0, _actionData select 2, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
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//END_COUNTER(fnc_renderIcons);
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//BEGIN_COUNTER(currentOptions);
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// Add the action to current options
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GVAR(currentOptions) pushBack [_this, _sPos, _path];
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//END_COUNTER(currentOptions);
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// Exit without rendering children if it isn't
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if !(_menuInSelectedPath) exitWith {true};
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//BEGIN_COUNTER(children);
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private ["_numChildren","_angleSpan","_angle","_angleInterval","_scale","_offset"];
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_numChildren = count _activeChildren;
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_angleSpan = _maxAngleSpan min (55 * ((_numChildren) - 1));
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if (_angleSpan >= 305) then {
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_angleSpan = 360;
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};
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_angleInterval = 55;
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if (_angleSpan < 360) then {
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if (_numChildren > 1) then {
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_angleInterval = _angleSpan / (_numChildren - 1);
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};
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} else {
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_angleInterval = _angleSpan / (_numChildren);
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};
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if (_numChildren == 1) then {
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_angleInterval = 55;
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};
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// Scale menu based on the amount of children
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_scale = 0.17;
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// Animate menu scale
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if (_menuInSelectedPath && (_menuDepth == count _path)) then {
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_scale = _scale * (0.3 + 0.7 * (((diag_tickTime - GVAR(expandedTime)) * 8) min 1));
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};
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_target = _actionObject;
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_player = ACE_player;
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//END_COUNTER(children);
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_angle = _centerAngle - _angleSpan / 2;
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{
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//BEGIN_COUNTER(children);
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private ["_offset","_newPos"];
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_newPos = [(_sPos select 0) + _scale * 1.10,
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(_sPos select 1) + _scale * 0.30 * 4/3 * (_foreachindex - _numChildren/2 + 0.5)];
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//drawLine3D [_pos, _newPos, [1,0,0,0.8]];
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//END_COUNTER(children);
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[_path, _x, _newPos, [_angle, 150]] call FUNC(renderMenu);
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_angle = _angle + _angleInterval;
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} forEach _activeChildren;
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true
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