ACE3/addons/spectator/functions/fnc_ui_handleMapDraw.sqf
SilentSpike 85c5fbabe9 Remove locations tab from spectator (#5431)
* Fix incorrect function input for spectator hiding
* Remove locations tab from spectator

- Doesn't add much value, adds complexity and the implementation is half
baked. Would rather add back in at a later date (if at all) with a
better implementation.
- I have an idea to replace the locations tab with a meta tab so users
can toggle things like projectile drawing via the UI and are not forced
to use a hotkey. Might also be a good place to display the extended controls.
2017-08-17 12:50:43 +01:00

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/*
* Author: Nelson Duarte, AACO
* Function used to handle map draw
*
* Arguments:
* 0: Map control <CONTROL>
*
* Return Value:
* None
*
* Example:
* _this call ace_spectator_fnc_ui_handleMapDraw
*
* Public: No
*/
#include "script_component.hpp"
#define MAP_MIN_ENTITY_DISTANCE 30
// Moved timer into map controls group, update here
CTRL_TIME ctrlSetText (["+", [time / 3600] call BIS_fnc_timeToString] joinString "");
BEGIN_COUNTER(drawMap);
params ["_map"];
// Track nearest unit
private _loc = _map ctrlMapScreenToWorld getMousePosition;
private _nearestEntity = objNull;
private _minDist = 999999;
// Draw unit icons
private _handledVehicles = [];
{
private _dist = _x distance2D _loc;
if (_dist < _minDist && { _dist < MAP_MIN_ENTITY_DISTANCE }) then {
_minDist = _dist;
_nearestEntity = _x;
};
private _vehicle = vehicle _x;
if !(_vehicle in _handledVehicles) then {
_handledVehicles pushBack _vehicle;
private _vehicleTexture = [_vehicle] call EFUNC(common,getVehicleIcon);
private _sideColor = [side group _vehicle] call BIS_fnc_sideColor;
private _text = "";
if (GVAR(uiMapHighlighted) == _vehicle || {GVAR(uiMapHighlighted) in _vehicle}) then {
_text = ([GVAR(uiMapHighlighted)] call EFUNC(common,getName)) select [0, NAME_MAX_CHARACTERS];
if !(isPlayer GVAR(uiMapHighlighted)) then { _text = format ["%1: %2", localize "str_player_ai", _text]; };
_sideColor = [0.8, 0.8, 0.5, 1];
};
if (NEEDS_REVIVE(_vehicle)) then {
_vehicleTexture = ICON_REVIVE;
_sideColor = [0.5, 0, 0, 1];
};
if (time <= _vehicle getVariable [QGVAR(highlightTime), 0]) then {
_sideColor = [1, 1, 1, 1];
};
_map drawIcon [_vehicleTexture, _sideColor, getPosASLVisual _vehicle, 24, 24, getDirVisual _vehicle, _text, 1, 0.04, "TahomaB", "right"];
};
nil // Speed loop
} count ([] call FUNC(getTargetEntities));
// Set highlighted unit
private _text = if (isNull _nearestEntity) then {
""
} else {
format ["%1 [%2 m]", [_nearestEntity] call EFUNC(common,getName), round (_nearestEntity distance2D GVAR(camera))]
};
GVAR(uiMapHighlighted) = _nearestEntity;
CTRL_MAP_FOOTER ctrlSetText _text;
// Draw camera icon
if !(isNil QGVAR(camera)) then {
private _cameraPos = getPosASLVisual GVAR(camera);
private _cameraDir = getDirVisual GVAR(camera);
_map drawIcon [ICON_CAMERA, [0.5, 1, 0.5, 1], _cameraPos, 32, 48, _cameraDir, "", 1, 0.05, "TahomaB", "right"];
_map drawArrow [_cameraPos, (_cameraPos getPos [300, _cameraDir]), [0.5, 1, 0.5, 1]];
};
END_COUNTER(drawMap);