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86d79b2fc1
* Fixed CBA keybinds not working on the progress bar after cursor hiding change * Removed fallback value for uiNamespace lookup Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com> --------- Co-authored-by: Filip Maciejewski <veteran29@users.noreply.github.com>
120 lines
5.0 KiB
Plaintext
120 lines
5.0 KiB
Plaintext
#include "script_component.hpp"
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/*
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* Author: commy2, Glowbal, PabstMirror
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* Draw progress bar and execute given function if succesful.
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* Finish/Failure/Conditional are all passed [_args, _elapsedTime, _totalTime, _errorCode]
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*
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* Arguments:
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* 0: Total Time (in game "time" seconds) <NUMBER>
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* 1: Arguments, passed to condition, fail and finish <ARRAY>
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* 2: On Finish: Code called or STRING raised as event. <CODE, STRING>
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* 3: On Failure: Code called or STRING raised as event. <CODE, STRING>
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* 4: (Optional) Localized Title <STRING>
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* 5: Code to check each frame (Optional) <CODE>
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* 6: Exceptions for checking EFUNC(common,canInteractWith) (Optional)<ARRAY>
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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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* [5, [], {Hint "Finished!"}, {hint "Failure!"}, "My Title"] call ace_common_fnc_progressBar
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*
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* Public: Yes
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*/
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params ["_totalTime", "_args", "_onFinish", "_onFail", ["_localizedTitle", ""], ["_condition", {true}], ["_exceptions", []]];
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private _player = ACE_player;
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//Open Dialog and set the title
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closeDialog 0;
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createDialog QGVAR(ProgressBar_Dialog);
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private _display = uiNamespace getVariable QGVAR(dlgProgress);
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// Ensure CBA keybindings are hooked into the display
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_display call (uiNamespace getVariable "CBA_events_fnc_initDisplayCurator");
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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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(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText _localizedTitle;
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//Adjust position based on user setting:
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private _ctrlPos = ctrlPosition (uiNamespace getVariable QGVAR(ctrlProgressBarTitle));
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_ctrlPos set [1, ((0 + 29 * GVAR(settingProgressBarLocation)) * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2))];
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(uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlSetPosition _ctrlPos;
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(uiNamespace getVariable QGVAR(ctrlProgressBG)) ctrlCommit 0;
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(uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlSetPosition _ctrlPos;
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(uiNamespace getVariable QGVAR(ctrlProgressBar)) ctrlCommit 0;
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(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetPosition _ctrlPos;
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(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlCommit 0;
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[{
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(_this select 0) params ["_args", "_onFinish", "_onFail", "_condition", "_player", "_startTime", "_totalTime", "_exceptions", "_title"];
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private _elapsedTime = CBA_missionTime - _startTime;
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private _errorCode = -1;
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// this does not check: target fell unconscious, target died, target moved inside vehicle / left vehicle, target moved outside of players range, target moves at all.
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if (isNull (uiNamespace getVariable [QGVAR(ctrlProgressBar), controlNull])) then {
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_errorCode = 1;
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} else {
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if (ACE_player != _player || !alive _player) then {
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_errorCode = 2;
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} else {
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if !([_args, _elapsedTime, _totalTime, _errorCode] call _condition) then {
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_errorCode = 3;
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} else {
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if !([_player, objNull, _exceptions] call EFUNC(common,canInteractWith)) then {
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_errorCode = 4;
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} else {
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if (_elapsedTime >= _totalTime) then {
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_errorCode = 0;
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};
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};
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};
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};
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};
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if (_errorCode != -1) then {
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//Error or Success, close dialog and remove PFEH
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//Only close dialog if it's the progressBar:
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if (!isNull (uiNamespace getVariable [QGVAR(ctrlProgressBar), controlNull])) then {
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closeDialog 0;
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};
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[_this select 1] call CBA_fnc_removePerFrameHandler;
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if (_errorCode == 0) then {
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if (_onFinish isEqualType "") then {
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[_onFinish, [_args, _elapsedTime, _totalTime, _errorCode]] call CBA_fnc_localEvent;
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} else {
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[_args, _elapsedTime, _totalTime, _errorCode] call _onFinish;
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};
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} else {
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if (_onFail isEqualType "") then {
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[_onFail, [_args, _elapsedTime, _totalTime, _errorCode]] call CBA_fnc_localEvent;
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} else {
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[_args, _elapsedTime, _totalTime, _errorCode] call _onFail;
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};
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};
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} else {
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//Update Progress Bar (ratio of elepased:total)
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private _ratio = _elapsedTime / _totalTime;
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(uiNamespace getVariable QGVAR(ctrlProgressBar)) progressSetPosition _ratio;
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switch (GVAR(progressBarInfo)) do {
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case 0: {};
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case 1: {
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(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText (_title + format [" (%1", floor (_ratio * 100)] + "%)");
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};
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case 2: {
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(uiNamespace getVariable QGVAR(ctrlProgressBarTitle)) ctrlSetText (_title + " " + format [localize LSTRING(TimeLeft), ceil (_totalTime - _elapsedTime)]);
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};
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};
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};
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}, 0, [_args, _onFinish, _onFail, _condition, _player, CBA_missionTime, _totalTime, _exceptions, _localizedTitle]] call CBA_fnc_addPerFrameHandler;
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