ACE3/addons/spectator/functions/fnc_ui_updateIconsToDraw.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: Nelson Duarte, AACO, SilentSpike
* Function used update the things to 3D draw
*
* Arguments:
* None
*
* Return Value:
* None
*
* Examples:
* [] call ace_spectator_fnc_ui_updateIconsToDraw
*
* Public: No
*/
#include "script_component.hpp"
private _iconsToDraw = [];
private _entitiesToDraw = [];
{
private _vehicle = vehicle _x;
private _inVehicle = (_vehicle != _x);
private _distanceToCameraSqr = GVAR(camera) distanceSqr _x;
if (_distanceToCameraSqr <= DISTANCE_ICONS_SQR && { !_inVehicle || { _x == effectiveCommander _vehicle } }) then {
private _group = group _x;
private _groupSide = side _group;
private _groupName = groupId _group;
private _groupLeader = leader _group;
private _groupColor = [_groupSide] call BIS_fnc_sideColor;
// Calculate distance fade
(_distanceToCameraSqr call {
if (_this <= 250000) exitWith { // 500^2
[1, 4, -2.5, 0.04]
};
if (_this <= 1000000) exitWith { // 1000^2
[0.75, 3.5, -2.2, 0.035]
};
if (_this <= 2250000) exitWith { // 1500^2
[0.5, 3, -1.9, 0.03]
};
if (_this <= 4000000) exitWith { // 2000^2
[0.3, 2.5, -1.6, 0.025]
};
if (_this <= 6250000) exitWith { // 2500^2
[0.2, 2, -1.3, 0.02]
};
[0.15, 1.5, -1, 0.015]
}) params ["_fadeByDistance", "_sizeByDistance", "_heightByDistance", "_fontSizeByDistance"];
// Apply color fade
_groupColor set [3, _fadeByDistance];
private _name = ([_x] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
if !(isPlayer _x) then { _name = format ["%1: %2", localize "str_player_ai", _name]; };
if (_inVehicle) then {
private _crewCount = (({alive _x} count (crew _vehicle)) - 1);
if (_crewCount > 0) then {
_name = format ["%1 (+%2)", _name, _crewCount];
};
};
// Show unit name only if camera is near enough
if (_distanceToCameraSqr < DISTANCE_NAMES_SQR) then {
// Unit name
_iconsToDraw pushBack [_x, 2, [
"",
[1,1,1,1],
[0,0,0],
0,
_heightByDistance,
0,
_name,
2,
_fontSizeByDistance,
"PuristaMedium",
"center"
]];
} else {
if (_x == _groupLeader) then {
// Group name
_iconsToDraw pushBack [_x, 0, [
"",
[1,1,1,_fadeByDistance],
[0,0,0],
0,
_heightByDistance,
0,
_groupName,
2,
_fontSizeByDistance,
"PuristaMedium",
"center"
]];
};
};
if (_x == _groupLeader || { _inVehicle && { _x == effectiveCommander _vehicle } }) then {
// Group icon
_iconsToDraw pushBack [_x, 0, [
[_group, true] call FUNC(getGroupIcon),
_groupColor,
[0,0,0],
_sizeByDistance,
_sizeByDistance,
0,
"",
0,
0.035,
"PuristaMedium",
"center"
]];
};
// Draw unit icon
_iconsToDraw pushBack [_x, 1, [
[ICON_UNIT, ICON_REVIVE] select (NEEDS_REVIVE(_x)),
_groupColor,
[0,0,0],
_sizeByDistance,
_sizeByDistance,
0,
"",
0,
0.035,
"PuristaMedium",
"center"
]];
};
// Track entities themselves for use with fired EH
_entitiesToDraw pushBack _vehicle;
// Add fired EH for drawing and icon highlighting
if (GETVAR(_vehicle,GVAR(firedEH),-1) == -1) then {
SETVAR(_vehicle,GVAR(firedEH),_vehicle addEventHandler [ARR_2("Fired",{_this call FUNC(handleFired)})]);
};
nil // Speed loop
} count ([] call FUNC(getTargetEntities));
GVAR(iconsToDraw) = _iconsToDraw;
GVAR(entitiesToDraw) = _entitiesToDraw;