ACE3/addons/map_gestures/functions/fnc_drawMapGestures.sqf
Dedmen Miller e2ac18a05d [WIP] Fix script errors reporting wrong line numbers (#6407)
* advanced_ballistics

* advanced_fatigue

* advanced_throwing

* ai

* aircraft

* arsenal

* atragmx

* attach

* backpacks

* ballistics

* captives

* cargo

* chemlights

* common

* concertina_wire

* cookoff

* dagr

* disarming

* disposable

* dogtags

* dragging

* explosives

* fastroping

* fcs

* finger

* frag

* gestures

* gforces

* goggles

* grenades

* gunbag

* hearing

* hitreactions

* huntir

* interact_menu

* interaction

* inventory

* kestrel4500

* laser

* laserpointer

* logistics_uavbattery

* logistics_wirecutter

* magazinerepack

* map

* map_gestures

* maptools

* markers

* medical

* medical_ai

* medical_blood

* medical_menu

* microdagr

* minedetector

* missileguidance

* missionmodules

* mk6mortar

* modules

* movement

* nametags

* nightvision

* nlaw

* optics

* optionsmenu

* overheating

* overpressure

* parachute

* pylons

* quickmount

* rangecard

* rearm

* recoil

* refuel

* reload

* reloadlaunchers

* repair

* respawn

* safemode

* sandbag

* scopes

* slideshow

* spectator

* spottingscope

* switchunits

* tacticalladder

* tagging

* trenches

* tripod

* ui

* vector

* vehiclelock

* vehicles

* viewdistance

* weaponselect

* weather

* winddeflection

* yardage450

* zeus

* arsenal defines.hpp

* optionals

* DEBUG_MODE_FULL 1

* DEBUG_MODE_FULL 2

* Manual fixes

* Add SQF Validator check for #include after block comment

* explosives fnc_openTimerUI

* fix uniqueItems
2018-09-17 14:19:29 -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>
*
* Return Value:
* None
*
* Example:
* [findDisplay 12 displayCtrl 51] call ace_map_gesutres_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) || !visibleMap) exitWith {};
params ["_mapHandle"];
// Iterate over all nearby players and render their pointer if player is transmitting.
{
// Only render if the unit is alive and transmitting
if (alive _x && {_x getVariable [QGVAR(Transmit), false]}) then {
private _pos = _x getVariable [QGVAR(pointPosition), [0,0,0]];
private _group = group _x;
private _grpName = groupID _group;
// If color settings for the group exist, then use those, otherwise fall back to the default colors
private _colorMap = GVAR(GroupColorCfgMappingNew) getVariable _grpName;
private _color = if (isNil "_colorMap") then {
[GVAR(defaultLeadColor), GVAR(defaultColor)] select (_x != leader _group);
} else {
_colorMap select (_x != leader _group);
};
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,8,8,3)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];
};
nil
} count ([ACE_player, GVAR(maxRange)] call FUNC(getProximityPlayers));
END_COUNTER(draw);