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e75ef3de06
* General - Cleanup remaining HEMTT warnings/suggestions * Update addons/medical_engine/script_macros_medical.hpp
259 lines
10 KiB
Plaintext
259 lines
10 KiB
Plaintext
#include "..\script_component.hpp"
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#include "\a3\ui_f_curator\ui\defineResinclDesign.inc"
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#include "\a3\ui_f\hpp\defineDIKCodes.inc"
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/*
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* Author: commy2, johnb43
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* Disables key input. ESC can still be pressed to open the menu.
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*
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* Arguments:
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* 0: True to disable key inputs, false to re-enable them <BOOL>
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*
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* Return Value:
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* None
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*
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* Example:
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* [true] call ace_common_fnc_disableUserInput
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*
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* Public: No
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*/
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#define IDD_TEAMSWITCH 632
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params ["_state"];
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TRACE_1("disableUserInput",_state);
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if (_state) then {
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disableSerialization;
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if (!isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull])) exitWith {};
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if (!isNil QGVAR(disableInputPFH)) exitWith {};
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// End TFAR and ACRE2 radio transmissions
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call FUNC(endRadioTransmission);
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// Close map
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if (visibleMap && {!(player getVariable ["ACE_canSwitchUnits", false])}) then {
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openMap false;
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};
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if (isNull findDisplay IDD_INTERRUPT && {isNull findDisplay IDD_RSCDISPLAYCURATOR} && {isNull findDisplay IDD_TEAMSWITCH}) then {
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closeDialog 0;
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createDialog QGVAR(DisableMouse_Dialog);
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private _display = uiNamespace getVariable QGVAR(dlgDisableMouse);
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// Hide cursor by using custom transparent cursor
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private _map = _display displayCtrl 101;
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_map ctrlMapCursor ["", QGVAR(blank)];
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GVAR(keyboardInputMain) = createHashMap;
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GVAR(keyboardInputCombo) = createHashMap;
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_display displayAddEventHandler ["KeyDown", {
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// If input is enabled again, ignore
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if (isNil QGVAR(keyboardInputMain)) exitWith {};
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params ["", "_key"];
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// Get key info; Stored as [isPressed, pressedCount]
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private _keyPressedInfo = GVAR(keyboardInputMain) getOrDefault [_key, [false, 0], true];
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_keyPressedInfo params ["_keyPressed", "_keyPressedCount"];
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// For regular keys: If pressed, set to release and remove one key press
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if (!_keyPressed) then {
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_keyPressedInfo set [0, true];
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_keyPressedInfo set [1, _keyPressedCount + 1];
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};
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// For combo keys, register only if pushed or released (no keypress count)
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if !(GVAR(keyboardInputCombo) getOrDefault [_key, false]) then {
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GVAR(keyboardInputCombo) set [_key, true];
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};
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// Look if keybinds of various actions have been pressed
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private _action = "";
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private _comboDikPressed = false;
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private _return = false;
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// This technique has a limitation: It can't process the Escape key properly (KeyUp EH does not fire)
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(["TeamSwitch", "CuratorInterface", "ShowMap", "DefaultAction", "Throw", "Chat", "PrevChannel", "NextChannel"] apply {
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_action = _x;
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{
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_x params ["_mainKeyArray", "_comboKeyArray", "_isDoubleTap"];
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_mainKeyArray params ["_mainDik", "_mainDevice"];
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// If keybind doesn't contain key combo, it returns empty array; Therefore, return true
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_comboDikPressed = if (_comboKeyArray isEqualTo []) then {
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true
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} else {
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_comboKeyArray params ["_comboDik", "_comboDevice"];
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_comboDevice == "KEYBOARD" && {GVAR(keyboardInputCombo) getOrDefault [_comboDik, false]}
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};
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// Check if the necessary keys were pressed for a keybind
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_return = _comboDikPressed &&
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{_mainDevice == "KEYBOARD"} &&
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{((GVAR(keyboardInputMain) getOrDefault [_mainDik, [false, 0]]) select 1) > (parseNumber _isDoubleTap)}; // check how many times the main key was pressed
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// Keybind was detected
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if (_return) exitWith {
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TRACE_1("Action triggered: ",_action);
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};
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} forEach (actionKeysEx _action);
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_return
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}) params ["_teamSwitch", "_curatorInterface", "_showMap", "_defaultAction", "_throw", "_chat", "_prevChannel", "_nextChannel"];
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// Handle Escape separately because of limitation mentioned above
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if (_key == DIK_ESCAPE && {alive player}) then {
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disableSerialization;
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private _isMultiplayer = isMultiplayer;
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private _is3DENPreview = is3DENPreview;
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createDialog (["RscDisplayInterrupt", "RscDisplayMPInterrupt"] select _isMultiplayer);
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private _dlg = findDisplay 49;
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for "_index" from 100 to 2000 do {
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(_dlg displayCtrl _index) ctrlEnable false;
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};
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private _ctrl = _dlg displayCtrl 103;
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_ctrl ctrlSetEventHandler ["ButtonClick", toString {
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while {!isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull])} do {
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closeDialog 0
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};
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failMission "LOSER";
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[false] call FUNC(disableUserInput);
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}];
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_ctrl ctrlEnable true;
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_ctrl ctrlSetText localize (["str_disp_int_abort", "STR_3DEN_RscDisplayInterrupt_ButtonAbort_3DEN_text"] select (_is3DENPreview && !_isMultiplayer));
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_ctrl ctrlSetTooltip localize ([
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"STR_TOOLTIP_MAIN_ABORT_CAMPAIGN",
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"STR_3DEN_RscDisplayInterrupt_ButtonAbort_3DEN_tooltip",
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"STR_TOOLTIP_MAIN_ABORT"
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] select (([_is3DENPreview, _isMultiplayer] call FUNC(toBitmask)) min 2));
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_ctrl = _dlg displayCtrl ([104, 1010] select _isMultiplayer);
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_ctrl ctrlSetEventHandler ["ButtonClick", toString {
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closeDialog 0;
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if (["ace_medical"] call FUNC(isModLoaded)) then {
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[player, "respawn_button"] call EFUNC(medical_status,setDead);
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} else {
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player setDamage 1;
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};
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[false] call FUNC(disableUserInput);
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}];
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private _respawnEnabled = (getMissionConfigValue ["respawnButton", -1]) != 0;
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_ctrl ctrlEnable _respawnEnabled; // handles 3den attribute or description.ext
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_ctrl ctrlSetText localize "str_disp_int_respawn";
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_ctrl ctrlSetTooltip localize (["str_3den_attributes_respawn_none_tooltip", "str_disp_int_respawn"] select _respawnEnabled);
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};
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if (_teamSwitch && teamSwitchEnabled) then {
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(uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) closeDisplay 0;
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private _acc = accTime;
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teamSwitch;
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setAccTime _acc;
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};
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if (_curatorInterface && {!isNull getAssignedCuratorLogic player}) then {
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(uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) closeDisplay 0;
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openCuratorInterface;
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};
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if (_showMap && {player getVariable ["ACE_canSwitchUnits", false]}) then {
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(uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) closeDisplay 0;
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openMap true;
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};
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if (isMultiplayer && {isServer || {serverCommandAvailable "#kick"}}) then {
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if (!(_defaultAction || _throw) && {_chat || _prevChannel || _nextChannel}) then {
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_key = 0;
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};
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};
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_key > 0
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}];
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_display displayAddEventHandler ["KeyUp", {
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// If input is enabled again, ignore
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if (isNil QGVAR(keyboardInputMain)) exitWith {};
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params ["", "_key"];
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// For combo keys: If pressed, release
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if (GVAR(keyboardInputCombo) getOrDefault [_key, false]) then {
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GVAR(keyboardInputCombo) deleteAt _key;
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};
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private _keyPressedInfo = GVAR(keyboardInputMain) getOrDefault [_key, [false, 0]];
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// If pressed, release it
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if (_keyPressedInfo select 0) then {
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_keyPressedInfo set [0, false];
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};
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// Cache keystrokes of regular keys for a small amount of time
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[{
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// If input is enabled again, ignore
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if (isNil QGVAR(keyboardInputMain)) exitWith {};
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params ["_key"];
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private _keyPressedInfo = GVAR(keyboardInputMain) getOrDefault [_key, [false, 0]];
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// Release it
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_keyPressedInfo set [1, ((_keyPressedInfo select 1) - 1) max 0];
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if (_keyPressedInfo isEqualTo [false, 0]) then {
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GVAR(keyboardInputMain) deleteAt _key;
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};
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}, _key, 0.5] call CBA_fnc_waitAndExecute;
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}];
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};
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GVAR(disableInputPFH) = [{
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if (isNull (uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) && {!visibleMap && {isNull findDisplay IDD_INTERRUPT} && {isNull findDisplay IDD_RSCDISPLAYCURATOR} && {isNull findDisplay IDD_TEAMSWITCH}}) exitWith {
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[GVAR(disableInputPFH)] call CBA_fnc_removePerFrameHandler;
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GVAR(disableInputPFH) = nil;
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[true] call FUNC(disableUserInput);
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};
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// Allow user input if the player is respawning and a respawn template (menu position or spectator)
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// is open (otherwise they cannot click the respawn button)
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if (
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!alive player
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&& {playerRespawnTime != -1}
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&& {
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missionNamespace getVariable ["BIS_RscRespawnControlsMap_shown", false]
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|| {missionNamespace getVariable ["BIS_RscRespawnControlsSpectate_shown", false]}
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}
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) exitWith {
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[false] call FUNC(disableUserInput);
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};
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}, 0, []] call CBA_fnc_addPerFrameHandler;
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} else {
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if (!isNil QGVAR(disableInputPFH)) then {
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[GVAR(disableInputPFH)] call CBA_fnc_removePerFrameHandler;
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GVAR(disableInputPFH) = nil;
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};
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(uiNamespace getVariable [QGVAR(dlgDisableMouse), displayNull]) closeDisplay 0;
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GVAR(keyboardInputMain) = nil;
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GVAR(keyboardInputCombo) = nil;
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};
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