ACE3/addons/interact_menu/functions/fnc_renderBaseMenu.sqf

100 lines
3.1 KiB
Plaintext

/*
* Author: NouberNou and esteldunedain
* Render the interaction menu for a base action
*
* Argument:
* 0: Object <OBJECT>
* 1: Action node <ARRAY>
* 2: 3D position or 2D position <ARRAY> (Optional)
*
* Return value:
* Was the menu rendered <BOOL>
*
* Public: No
*/
#include "script_component.hpp"
BEGIN_COUNTER(fnc_renderBaseMenu)
private ["_distance","_pos","_weaponDir","_ref","_cameraPos","_sPos","_activeActionTree"];
EXPLODE_2_PVT(_this,_object,_baseActionNode);
EXPLODE_1_PVT(_baseActionNode,_actionData);
_distance = _actionData select 8;
// Obtain a 3D position for the action
if((count _this) > 2) then {
_pos = _this select 2;
} else {
if(typeName (_actionData select 7) == "ARRAY") then {
_pos = _object modelToWorldVisual (_actionData select 7);
} else {
if ((_actionData select 7) == "weapon") then {
// Craft a suitable position for weapon interaction
_weaponDir = _object weaponDirection currentWeapon _object;
_ref = _weaponDir call EFUNC(common,createOrthonormalReference);
_pos = (_object modelToWorldVisual (_object selectionPosition "righthand")) vectorAdd ((_ref select 2) vectorMultiply 0.1);
} else {
_pos = _object modelToWorldVisual (_object selectionPosition (_actionData select 7));
};
};
};
// For non-self actions, exit if the action is too far away
if (GVAR(openedMenuType) == 0 && vehicle ACE_player == ACE_player &&
{(ACE_player modelToWorldVisual (ACE_player selectionPosition "pilot")) distance _pos >= _distance}) exitWith {false};
// Exit if the action is behind you
_sPos = if (count _pos != 2) then {
worldToScreen _pos
} else {
_pos
};
if(count _sPos == 0) exitWith {false};
// Exit if the action is off screen
if ((_sPos select 0) < safeZoneXAbs || (_sPos select 0) > safeZoneXAbs + safeZoneWAbs) exitWith {false};
if ((_sPos select 1) < safeZoneY || (_sPos select 1) > safeZoneY + safeZoneH) exitWith {false};
BEGIN_COUNTER(fnc_collectActiveActionTree)
// Collect active tree
private "_uid";
_uid = format [QGVAR(ATCache_%1), _actionData select 0];
_activeActionTree = [
[_object, _baseActionNode, []],
DFUNC(collectActiveActionTree),
_object, _uid, 1.0, "interactMenuClosed"
] call EFUNC(common,cachedCall);
END_COUNTER(fnc_collectActiveActionTree)
/*
diag_log "Printing: _activeActionTree";
_fnc_print = {
EXPLODE_2_PVT(_this,_level,_node);
EXPLODE_3_PVT(_node,_actionData,_children,_object);
diag_log text format ["Level %1 -> %2 on %3", _level, _actionData select 0, _object];
{
[_level + 1, _x] call _fnc_print;
} forEach _children;
};
[0, _activeActionTree] call _fnc_print;
*/
// Check if there's something left for rendering
if (count _activeActionTree == 0) exitWith {false};
//EXPLODE_2_PVT(_activeActionTree,_actionData,_actionChildren);
BEGIN_COUNTER(fnc_renderMenus);
[[], _activeActionTree, _sPos, [180,360]] call FUNC(renderMenu);
END_COUNTER(fnc_renderMenus);
END_COUNTER(fnc_renderBaseMenu)
true