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+/*
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+ * Author: commy2, Glowbal, PabstMirror
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+ * Modified by: Mirror
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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: Progress Variable: representation of how complete the bar should be.
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+ * 0: Progress Complete Variable: representation of when the bar should be considered 'complete', must be larger than progressVar value.
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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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+ * ["rd501_medical_ccp_stitchProgress", "rd501_medical_ccp_stitchProgressComplete", [], {Hint "Finished!"}, {hint "Failure!"}, "My Title"] call rd501_fnc_valueProgressBar
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+ *
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+ * Public: Yes
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+ */
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+
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+params ["_progressVar","_progressCompleteVar", "_building", "_args", "_onFinish", "_onFail", ["_localizedTitle", ""], ["_condition", {true}], ["_exceptions", []]];
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+
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+private _player = ACE_player;
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+
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+//Open Dialog and set the title
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+closeDialog 0;
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+createDialog "ace_common_ProgressBar_Dialog";
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+
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+(uiNamespace getVariable "ace_common_ctrlProgressBarTitle") ctrlSetText _localizedTitle;
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+
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+//Adjust position based on user setting:
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+private _ctrlPos = ctrlPosition (uiNamespace getVariable "ace_common_ctrlProgressBarTitle");
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+_ctrlPos set [1, ((0 + 29 * ace_common_settingProgressBarLocation) * ((((safezoneW / safezoneH) min 1.2) / 1.2) / 25) + (safezoneY + (safezoneH - (((safezoneW / safezoneH) min 1.2) / 1.2))/2))];
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+
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+(uiNamespace getVariable "ace_common_ctrlProgressBG") ctrlSetPosition _ctrlPos;
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+(uiNamespace getVariable "ace_common_ctrlProgressBG") ctrlCommit 0;
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+(uiNamespace getVariable "ace_common_ctrlProgressBar") ctrlSetPosition _ctrlPos;
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+(uiNamespace getVariable "ace_common_ctrlProgressBar") ctrlCommit 0;
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+(uiNamespace getVariable "ace_common_ctrlProgressBarTitle") ctrlSetPosition _ctrlPos;
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+(uiNamespace getVariable "ace_common_ctrlProgressBarTitle") ctrlCommit 0;
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+
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+[{
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+ (_this select 0) params ["_progressVar", "_progressCompleteVar", "_args", "_onFinish", "_onFail", "_condition", "_player", "_building", "_exceptions"];
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+
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+ private _progress = _building getVariable[_progressVar, -1];
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+ private _progressComplete = _building getVariable[_progressCompleteVar, 100];
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+ private _errorCode = -1;
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+
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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 ["ace_common_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, _progress, _errorCode] call _condition) then {
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+ _errorCode = 3;
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+ } else {
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+ if !([_player, objNull, _exceptions] call ace_common_fnc_canInteractWith) then {
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+ _errorCode = 4;
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+ } else {
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+ if (_progress >= _progressComplete) 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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+
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+ if (_errorCode != -1) then {
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+ //Error or Success, close dialog and remove PFEH
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+
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+ //Only close dialog if it's the progressBar:
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+ if (!isNull (uiNamespace getVariable ["ace_common_ctrlProgressBar", controlNull])) then {
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+ closeDialog 0;
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+ };
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+
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+ [_this select 1] call CBA_fnc_removePerFrameHandler;
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+
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+ if (_errorCode == 0) then {
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+ if (_onFinish isEqualType "") then {
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+ [_onFinish, [_args, _errorCode]] call CBA_fnc_localEvent;
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+ } else {
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+ [_args, _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, _progress, _errorCode]] call CBA_fnc_localEvent;
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+ } else {
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+ [_args, _progress, _errorCode] call _onFail;
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+ };
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+ };
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+ } else {
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+ private _progressResult = ((_progress / _progressComplete)) min 1;
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+ (uiNamespace getVariable "ace_common_ctrlProgressBar") progressSetPosition _progressResult;
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+ };
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+}, 0, [_progressVar, _progressCompleteVar, _args, _onFinish, _onFail, _condition, _player, _building, _exceptions]] call CBA_fnc_addPerFrameHandler;
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