ACE3/addons/common/functions/fnc_progressBar.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, Glowbal, PabstMirror
* Draw progress bar and execute given function if succesful.
* Finish/Failure/Conditional are all passed [_args, _elapsedTime, _totalTime, _errorCode]
*
* Arguments:
* 0: Total Time (in game "time" seconds) <NUMBER>
* 1: Arguments, passed to condition, fail and finish <ARRAY>
* 2: On Finish: Code called or STRING raised as event. <CODE, STRING>
* 3: On Failure: Code called or STRING raised as event. <CODE, STRING>
* 4: (Optional) Localized Title <STRING>
* 5: Code to check each frame (Optional) <CODE>
* 6: Exceptions for checking EFUNC(common,canInteractWith) (Optional)<ARRAY>
*
* Return Value:
* None
*
* Example:
* [5, [], {Hint "Finished!"}, {hint "Failure!"}, "My Title"] call ace_common_fnc_progressBar
*
* Public: Yes
*/
params ["_totalTime", "_args", "_onFinish", "_onFail", ["_localizedTitle", ""], ["_condition", {true}], ["_exceptions", []]];
private _player = ACE_player;
//Open Dialog and set the title
closeDialog 0;
createDialog QGVAR(ProgressBar_Dialog);
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText _localizedTitle;
//Adjust position based on user setting:
private _ctrlPos = ctrlPosition (uiNamespace getVariable QGVAR(ctrlProgressBarTitle));
_ctrlPos set [1, ((0 + 29 * GVAR(settingProgressBarLocation)) * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2))];
(uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlSetPosition _ctrlPos;
(uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlCommit 0;
(uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlSetPosition _ctrlPos;
(uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlCommit 0;
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetPosition _ctrlPos;
(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlCommit 0;
[{
(_this select 0) params ["_args", "_onFinish", "_onFail", "_condition", "_player", "_startTime", "_totalTime", "_exceptions"];
private _elapsedTime = CBA_missionTime - _startTime;
private _errorCode = -1;
// this does not check: target fell unconscious, target died, target moved inside vehicle / left vehicle, target moved outside of players range, target moves at all.
if (isNull (uiNamespace getVariable [QGVAR(ctrlProgressBar), controlNull])) then {
_errorCode = 1;
} else {
if (ACE_player != _player || !alive _player) then {
_errorCode = 2;
} else {
if !([_args, _elapsedTime, _totalTime, _errorCode] call _condition) then {
_errorCode = 3;
} else {
if !([_player, objNull, _exceptions] call EFUNC(common,canInteractWith)) then {
_errorCode = 4;
} else {
if (_elapsedTime >= _totalTime) then {
_errorCode = 0;
};
};
};
};
};
if (_errorCode != -1) then {
//Error or Success, close dialog and remove PFEH
//Only close dialog if it's the progressBar:
if (!isNull (uiNamespace getVariable [QGVAR(ctrlProgressBar), controlNull])) then {
closeDialog 0;
};
[_this select 1] call CBA_fnc_removePerFrameHandler;
if (_errorCode == 0) then {
if (_onFinish isEqualType "") then {
[_onFinish, [_args, _elapsedTime, _totalTime, _errorCode]] call CBA_fnc_localEvent;
} else {
[_args, _elapsedTime, _totalTime, _errorCode] call _onFinish;
};
} else {
if (_onFail isEqualType "") then {
[_onFail, [_args, _elapsedTime, _totalTime, _errorCode]] call CBA_fnc_localEvent;
} else {
[_args, _elapsedTime, _totalTime, _errorCode] call _onFail;
};
};
} else {
//Update Progress Bar (ratio of elepased:total)
(uiNamespace getVariable QGVAR(ctrlProgressBar)) progressSetPosition (_elapsedTime / _totalTime);
};
}, 0, [_args, _onFinish, _onFail, _condition, _player, CBA_missionTime, _totalTime, _exceptions]] call CBA_fnc_addPerFrameHandler;