ACE3/addons/optics/functions/fnc_onDrawScope2D.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: commy2
* Helper function for updating the 2d and 3d scope controls
* Called from a dummy map controls onDraw.
*
* Arguments:
* 0: Display (RscInGameUI for a weapon) <DISPLAY>
*
* Return Value:
* None
*
* Example:
* [ACE_RscWeapon_Arco's Display] call ace_optics_fnc_onDrawScope2D
*
* Public: No
*/
disableSerialization;
params ["_display"];
// @todo, all weapon types
private _optic = (primaryWeaponItems ACE_player) select 2;
private _isPIP = (getText (configFile >> "CfgWeapons" >> _optic >> "ItemInfo" >> "modelOptics")) == QPATHTOF(models\ace_optics_pip.p3d);
if (_isPIP) then {
GVAR(pipLastFrame) = diag_frameno;
if (isNull GVAR(camera)) then {
if ((({_x != GVAR(camera)} count allMissionObjects "camera") > 0) || {!isNull curatorCamera}) exitWith {
TRACE_1("waiting for feature camera to end",GVAR(camera));
};
// PiP technique by BadBenson
GVAR(camera) = "camera" camCreate positionCameraToWorld [0, 0, 0];
GVAR(camera) camSetFov 0.7;
GVAR(camera) camSetTarget ACE_player;
GVAR(camera) camCommit 1;
QGVAR(rendertarget0) setPiPEffect [0];
GVAR(camera) cameraEffect ["INTERNAL", "BACK", QGVAR(rendertarget0)];
TRACE_2("created new pip camera",GVAR(camera),isNull GVAR(camera));
// Start a waitUntil to handle destruction after GVAR(pipLastFrame) is no longer updated
[{
(abs (diag_frameno - GVAR(pipLastFrame))) > 1
}, {
GVAR(camera) cameraEffect ["TERMINATE", "BACK"];
camDestroy GVAR(camera);
TRACE_2("destroyed pip camera",GVAR(camera),isNull GVAR(camera));
}, []] call CBA_fnc_waitUntilAndExecute;
};
};
//If we are not zoomed into the actual scope (not collimator)
if (!ctrlShown (_display displayCtrl 154)) exitWith {
(_display displayCtrl 1713001) ctrlShow false;
(_display displayCtrl 1713002) ctrlShow false;
(_display displayCtrl 1713005) ctrlShow false;
(_display displayCtrl 1713006) ctrlShow false;
(_display displayCtrl 1713010) ctrlShow false;
(_display displayCtrl 1713011) ctrlShow false;
};
if (_isPIP) then {
GVAR(camera) setPosATL positionCameraToWorld [0, 0, 0.4];
GVAR(camera) camPrepareTarget positionCameraToWorld [0, 0, 50];
GVAR(camera) camCommitPrepared 0;
// @todo, check if that needs to be done at all
if (cameraView == "GUNNER") then {
GVAR(camera) camsetFOV 0.7;
GVAR(camera) camcommit 0;
} else {
GVAR(camera) camsetFOV 0.01;
GVAR(camera) camcommit 0;
};
};
// Calculate lighting
private _dayOpacity = call EFUNC(common,ambientBrightness);
private _nightOpacity = [1, 0] select (_dayOpacity == 1);
// Apply lighting and make layers visible
(_display displayCtrl 1713001) ctrlSetTextColor [1, 1, 1, 1];
(_display displayCtrl 1713002) ctrlSetTextColor [1, 1, 1, [0, 1] select (_dayOpacity < 0.5)];
(_display displayCtrl 1713005) ctrlSetTextColor [1, 1, 1, _dayOpacity];
(_display displayCtrl 1713006) ctrlSetTextColor [1, 1, 1, _nightOpacity];
/*
(_display displayCtrl 1713001) ctrlCommit 0;
(_display displayCtrl 1713002) ctrlCommit 0;
(_display displayCtrl 1713005) ctrlCommit 0;
(_display displayCtrl 1713006) ctrlCommit 0;
*/
(_display displayCtrl 1713001) ctrlShow true;
(_display displayCtrl 1713002) ctrlShow true;
(_display displayCtrl 1713005) ctrlShow true;
(_display displayCtrl 1713006) ctrlShow true;
(_display displayCtrl 1713010) ctrlShow _isPIP;
(_display displayCtrl 1713011) ctrlShow _isPIP;