ACE3/addons/spectator/functions/fnc_setFocus.sqf
SilentSpike 85c5fbabe9 Remove locations tab from spectator (#5431)
* Fix incorrect function input for spectator hiding
* Remove locations tab from spectator

- Doesn't add much value, adds complexity and the implementation is half
baked. Would rather add back in at a later date (if at all) with a
better implementation.
- I have an idea to replace the locations tab with a meta tab so users
can toggle things like projectile drawing via the UI and are not forced
to use a hotkey. Might also be a good place to display the extended controls.
2017-08-17 12:50:43 +01:00

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/*
* Author: AACO, SilentSpike
* Function used to set the camera focus
*
* Arguments:
* 0: New focus <OBJECT>
*
* Return Value:
* None
*
* Example:
* [player] call ace_spectator_fnc_setFocus
*
* Public: No
*/
#include "script_component.hpp"
params [["_newFocus", objNull, [objNull,true]]];
// If boolean provided then first find a focus
if (_newFocus isEqualType true) then {
private _testFocus = ([] call FUNC(getTargetEntities)) select 0;
if (isNil "_testFocus") then {
if (MODE_FREE in GVAR(availableModes)) then {
WARNING("No available entities to focus on. Switching to free cam.");
[MODE_FREE] call FUNC(cam_setCameraMode);
_newFocus = objNull;
} else {
// Default to player if necessary
WARNING("No available entities to focus on. Using player.");
_newFocus = player;
};
} else {
_newFocus = _testFocus;
};
};
if (_newFocus != GVAR(camTarget) && { !(isNull _newFocus && { isNull GVAR(camTarget) }) }) then {
GVAR(camTarget) = _newFocus;
if (isNull _newFocus) then {
if (GVAR(camMode) == MODE_FREE) then {
[] call FUNC(cam_resetTarget);
} else {
[MODE_FREE] call FUNC(cam_setCameraMode);
};
} else {
[GVAR(camMode)] call FUNC(cam_setCameraMode);
};
// Only update display if it exists, this function is independent of it
if !(isNull SPEC_DISPLAY) then {
[] call FUNC(ui_updateListFocus);
[] call FUNC(ui_updateWidget);
[] call FUNC(ui_updateHelp);
};
};