ACE3/addons/interact_menu/functions/fnc_renderMenu.sqf
Nicolás Badano 27808847db - Solve a number of ASL vs ATL issues
- Replace the way of calculating 3D positions for subactions
2015-03-03 01:37:17 -03:00

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/*
* Author: NouberNou and CAA-Picard
* Render an interaction menu and it's children recursively
*
* Argument:
* 0: Object <OBJECT>
* 1: Action data <ARRAY>
* 2: 3D position <ARRAY>
* 3: Angle range available for rendering <ARRAY>
*
* Return value:
* None
*
* Public: No
*/
#include "script_component.hpp"
private ["_menuInSelectedPath", "_path", "_menuDepth", "_currentRenderDepth", "_x", "_offset", "_newPos", "_forEachIndex"];
EXPLODE_4_PVT(_this,_object,_action,_pos,_angles);
EXPLODE_2_PVT(_action,_actionData,_activeChildren);
EXPLODE_2_PVT(_angles,_centerAngle,_maxAngleSpan);
_menuDepth = (count GVAR(menuDepthPath)) - 1;
// Store path to action
_path = [_object] + (_actionData select 7);
// Check if the menu is on the selected path
_menuInSelectedPath = true;
{
if (_forEachIndex >= (count GVAR(menuDepthPath))) exitWith {
_menuInSelectedPath = false;
};
if (_x != (GVAR(menuDepthPath) select _forEachIndex)) exitWith {
_menuInSelectedPath = false;
};
} forEach _path;
// Render icon
// ARGB Color (First Hex Pair is transparancy)
_color = "#FFFFFFFF";
if(!_menuInSelectedPath) then { //_menuDepth > 0 &&
if (_menuDepth > 0) then {
_color = format ["#%1FFFFFF", [255 * ((((count _path) - 2)/_menuDepth) max 0.25)] call EFUNC(common,toHex)];
} else {
_color = format ["#%1FFFFFF", [255 * 0.75] call EFUNC(common,toHex)];
};
};
[_actionData select 0, _color, _pos, 1, 1, 0, _actionData select 1, 0.5, 0.025, "TahomaB"] call FUNC(renderIcon);
// Add the action to current options
GVAR(currentOptions) pushBack [_this, _pos, _path];
// Exit without rendering children if it isn't
if !(_menuInSelectedPath) exitWith {true};
private ["_angleSpan","_angle"];
_angleSpan = _maxAngleSpan min (55 * ((count _activeChildren) - 1));
if (_angleSpan >= 305) then {
_angleSpan = 360;
};
_angle = _centerAngle - _angleSpan / 2;
{
_target = _object;
_player = ACE_player;
_mod = (0.15 max (0.15 * ((positionCameraToWorld [0, 0, 0]) distance _pos))) / GVAR(selfMenuScale);
_offset = ((GVAR(refSystem) select 1) vectorMultiply (-_mod * cos _angle)) vectorAdd
((GVAR(refSystem) select 2) vectorMultiply (-_mod * sin _angle));
_newPos = ((_pos call EFUNC(common,positionToASL)) vectorAdd _offset) call EFUNC(common,ASLToPosition);
//drawLine3D [_pos, _newPos, [1,0,0,0.5]];
[_object, _x, _newPos, [_angle, 140]] call FUNC(renderMenu);
if (_angleSpan == 360) then {
_angle = _angle + _angleSpan / (count _activeChildren);
} else {
_angle = _angle + _angleSpan / (((count _activeChildren)-1) max 1);
};
} forEach _activeChildren;
true