ACE3/addons/interact_menu/functions/fnc_renderMenu.sqf
Brett 8b4e8a61ac Split interaction menu settings between interaction and self interaction (#6609)
* Split interaction menu settings between interaction and self interaction

* consistent spacing
not sure which way is wanted here, but I might as well be consistent in 
my own PR

* remove useless code, fix use of backgroundMenu

* clean up from Dystopian

* use existing stringtable

* remove redundent localize

* Use LLSTRING, split UseListMenu

* style fixes

* style fixes

* add movedToSQF to old settings

* condense ifs

* Don't use cursorKeepCentered as default
2019-12-07 19:44:04 -06:00

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#include "script_component.hpp"
/*
* Author: NouberNou and esteldunedain
* Render an interaction menu and it's children recursively
*
* Arguments:
* 0: Parent path <ARRAY>
* 1: Action data <ARRAY>
* 2: 2D position <ARRAY>
* 3: Angle range available for rendering <ARRAY>
*
* Return Value:
* None
*
* Example:
* [[], [], [5, 2], []] call ACE_interact_menu_fnc_renderMenu
*
* Public: No
*/
params ["_parentPath", "_action", "_sPos", "_angles"];
_action params ["_actionData", "_activeChildren", "_actionObject"];
_angles params ["_centerAngle", "_maxAngleSpan"];
private _menuDepth = (count GVAR(menuDepthPath));
//BEGIN_COUNTER(constructing_paths);
// Store path to action
private _path = +_parentPath;
_path pushBack [_actionData select 0,_actionObject];
// Check if the menu is on the selected path
private _menuInSelectedPath = true;
{
if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith {
_menuInSelectedPath = false;
};
if !(_x isEqualTo (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
_menuInSelectedPath = false;
};
} forEach _path;
//END_COUNTER(constructing_paths);
//BEGIN_COUNTER(constructing_colors);
//Get text color settings string
private _textSettings = GVAR(colorSelectedSettings);
if(!_menuInSelectedPath) then {
_textSettings = (GVAR(textSettingsMatrix) select (count _path)) select _menuDepth;
};
//END_COUNTER(constructing_colors);
//BEGIN_COUNTER(fnc_renderIcons);
[_actionData select 1, _actionData select 2, _sPos, _textSettings] call FUNC(renderIcon);
//END_COUNTER(fnc_renderIcons);
//BEGIN_COUNTER(currentOptions);
// Add the action to current options
GVAR(currentOptions) pushBack [_this, _sPos, _path];
//END_COUNTER(currentOptions);
// Exit without rendering children if it isn't
if !(_menuInSelectedPath) exitWith {true};
//BEGIN_COUNTER(children);
private _numChildren = count _activeChildren;
private _angleSpan = _maxAngleSpan min (55 * ((_numChildren) - 1));
if (_angleSpan >= 305) then {
_angleSpan = 360;
};
private _angleInterval = 55;
if (_angleSpan < 360) then {
if (_numChildren > 1) then {
_angleInterval = _angleSpan / (_numChildren - 1);
};
} else {
_angleInterval = _angleSpan / (_numChildren);
};
if (_numChildren == 1) then {
_angleInterval = 55;
};
// Scale menu based on the amount of children
private _scaleX = 1;
private _scaleY = 1;
private _useListMenu = [GVAR(useListMenu), GVAR(useListMenuSelf)] select GVAR(keyDownSelfAction);
if (_useListMenu) then {
private _textSize = [0.75, 0.875, 1, 1.2, 1.4] select GVAR(textSize);
_scaleX = _textSize * 0.17 * 1.1;
_scaleY = 0.17 * 0.30 * 4/3;
} else {
private _textSize = if (GVAR(textSize) > 2) then {1.3} else {1};
_scaleX = _textSize * 0.17 * (((0.8 * (0.46 / sin (0.5 * _angleInterval))) min 1.1) max 0.5);
_scaleY = _textSize * 0.17 * 4/3 * (((0.8 * (0.46 / sin (0.5 * _angleInterval))) min 1.1) max 0.5);
};
// Animate menu scale
if (_menuInSelectedPath && {_menuDepth == count _path}) then {
_scaleX = _scaleX * (0.3 + 0.7 * (((diag_tickTime - GVAR(expandedTime)) * linearConversion [0, 2, GVAR(menuAnimationSpeed), 8, 16]) min 1));
_scaleY = _scaleY * (0.3 + 0.7 * (((diag_tickTime - GVAR(expandedTime)) * linearConversion [0, 2, GVAR(menuAnimationSpeed), 8, 16]) min 1));
};
private _target = _actionObject;
private _player = ACE_player;
//END_COUNTER(children);
private _angle = _centerAngle - _angleSpan / 2;
{
private _newPos = if (_useListMenu) then {
[(_sPos select 0) + _scaleX,
(_sPos select 1) + _scaleY * (_forEachIndex - _numChildren/2 + 0.5)];
} else {
[(_sPos select 0) - _scaleX * (cos _angle),
(_sPos select 1) + _scaleY * (sin _angle)];
};
[_path, _x, _newPos, [_angle, 150]] call FUNC(renderMenu);
_angle = _angle + _angleInterval;
} forEach _activeChildren;
true