mirror of
https://github.com/acemod/ACE3.git
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8b4e8a61ac
* 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
114 lines
4.6 KiB
Plaintext
114 lines
4.6 KiB
Plaintext
#include "script_component.hpp"
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if (!hasInterface) exitWith {};
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// Wait until player controls (man,vehicle or uav) a thing before compiling the menu
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GVAR(controllableSelfActionsAdded) = [] call CBA_fnc_createNamespace;
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DFUNC(newControllableObject) = {
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params ["_object"];
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private _type = typeOf _object;
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TRACE_2("newControllableObject",_object,_type);
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if (_type == "") exitWith {};
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if (!(GVAR(controllableSelfActionsAdded) getVariable [_type, false])) then {
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[_type] call FUNC(compileMenuSelfAction);
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GVAR(controllableSelfActionsAdded) setVariable [_type, true];
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[{
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TRACE_1("sending newControllableObject event",_this);
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// event for other systems to add self actions, running addActionToClass before this will cause compiling
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[QGVAR(newControllableObject), _this] call CBA_fnc_localEvent;
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}, [_type]] call CBA_fnc_execNextFrame; // delay event a frame to ensure postInit has run for all addons
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};
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};
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["unit", {[_this select 0] call FUNC(newControllableObject)}, true] call CBA_fnc_addPlayerEventHandler;
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["vehicle", {[_this select 1] call FUNC(newControllableObject)}, true] call CBA_fnc_addPlayerEventHandler;
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["ACE_controlledUAV", {[_this select 0] call FUNC(newControllableObject)}] call CBA_fnc_addEventHandler;
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GVAR(blockDefaultActions) = [];
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GVAR(cachedBuildingTypes) = [];
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GVAR(cachedBuildingActionPairs) = [];
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GVAR(ParsedTextCached) = [];
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["ace_settingsInitialized", {
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// Setup text/shadow/size/color settings matrix
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[] call FUNC(setupTextColors);
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// Setting changed added here so color setup happens once at init
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["ace_settingChanged", {
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params ["_name"];
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if (_name in [QGVAR(colorTextMax), QGVAR(colorTextMin), QGVAR(colorShadowMax), QGVAR(colorShadowMin), QGVAR(textSize), QGVAR(shadowSetting)]) then {
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[] call FUNC(setupTextColors);
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};
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}] call CBA_fnc_addEventHandler;
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// Install the render EH on the main display
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addMissionEventHandler ["Draw3D", {call FUNC(render)}];
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}] call CBA_fnc_addEventHandler;
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//Add Actions to Houses:
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["ace_interactMenuOpened", {_this call FUNC(userActions_addHouseActions)}] call CBA_fnc_addEventHandler;
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["ACE3 Common", QGVAR(InteractKey), (localize LSTRING(InteractKey)),
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{
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// Statement
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[0] call FUNC(keyDown)
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},{[0,false] call FUNC(keyUp)},
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[219, [false, false, false]], false] call CBA_fnc_addKeybind; //Left Windows Key
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["ACE3 Common", QGVAR(SelfInteractKey), (localize LSTRING(SelfInteractKey)),
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{
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// Statement
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[1] call FUNC(keyDown)
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},{[1,false] call FUNC(keyUp)},
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[219, [false, true, false]], false] call CBA_fnc_addKeybind; //Left Windows Key + Ctrl/Strg
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["ACE3 Common", QGVAR(InteractKey_Toggle),
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format ["%1 (%2)", (localize LSTRING(InteractKey)), localize ELSTRING(common,KeybindToggle)],
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{
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if (GVAR(openedMenuType) != 0) then {
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[0] call FUNC(keyDown)
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} else {
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[0,false] call FUNC(keyUp)
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};
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}, {}, [-1, [false, false, false]], false] call CBA_fnc_addKeybind; // UNBOUND
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["ACE3 Common", QGVAR(SelfInteractKey_Toggle),
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format ["%1 (%2)", (localize LSTRING(SelfInteractKey)), localize ELSTRING(common,KeybindToggle)],
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{
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if (GVAR(openedMenuType) != 1) then {
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[1] call FUNC(keyDown)
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} else {
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[1, false] call FUNC(keyUp)
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};
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}, {}, [-1, [false, false, false]], false] call CBA_fnc_addKeybind; // UNBOUND
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// Listens for the falling unconscious event, just in case the menu needs to be closed
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["ace_unconscious", {
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// If no menu is open just quit
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if (GVAR(openedMenuType) < 0) exitWith {};
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params ["_unit", "_isUnconscious"];
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if (_unit != ACE_player || !_isUnconscious) exitWith {};
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GVAR(actionSelected) = false;
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[GVAR(openedMenuType), false] call FUNC(keyUp);
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}] call CBA_fnc_addEventHandler;
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// background options
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["ace_interactMenuOpened", {
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params ["_menuType"];
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private _menuBackgroundSetting = [GVAR(menuBackground), GVAR(menuBackgroundSelf)] select _menuType;
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if (_menuBackgroundSetting == 1) exitWith {[QGVAR(menuBackground), true] call EFUNC(common,blurScreen);};
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if (_menuBackgroundSetting == 2) exitWith {0 cutRsc [QGVAR(menuBackground), "PLAIN", 1, false];};
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}] call CBA_fnc_addEventHandler;
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["ace_interactMenuClosed", {
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params ["_menuType"];
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private _menuBackgroundSetting = [GVAR(menuBackground), GVAR(menuBackgroundSelf)] select _menuType;
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if (_menuBackgroundSetting == 1) exitWith {[QGVAR(menuBackground), false] call EFUNC(common,blurScreen);};
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if (_menuBackgroundSetting == 2) exitWith {(uiNamespace getVariable [QGVAR(menuBackground), displayNull]) closeDisplay 0;};
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}] call CBA_fnc_addEventHandler;
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