-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathMSF_API.cpp
More file actions
59 lines (52 loc) · 2.4 KB
/
Copy pathMSF_API.cpp
File metadata and controls
59 lines (52 loc) · 2.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
#include "MSF_Events.h"
#include "MSF_Localization.h"
#include "f4se\GameSettings.h"
extern "C" MSF_API bool MSF_RegisterWidgetSettingsUpdateSink(MSF::EventSink<MSF::WidgetUpdate::SettingsData>*sink)
{
return MSFwidgetSettingsDataUpdateSource.RegisterSink(sink);
}
extern "C" MSF_API bool MSF_RegisterWidgetDisplayUpdateSink(MSF::EventSink<MSF::WidgetUpdate::DisplayData>*sink)
{
return MSFwidgetDisplayDataUpdateSource.RegisterSink(sink);
}
extern "C" MSF_API bool MSF_RegisterWidgetQuickkeyUpdateSink(MSF::EventSink<MSF::WidgetUpdate::QuickkeyData>*sink)
{
return MSFwidgetQuickkeyDataUpdateSource.RegisterSink(sink);
}
extern "C" MSF_API bool MSF_RegisterWidgetQuickkeyClearSink(MSF::EventSink<MSF::WidgetUpdate::ClearQuickkeyMod>*sink)
{
return MSFwidgetClearQuickkeySource.RegisterSink(sink);
}
extern "C" MSF_API bool MSF_GetWidgetSettingsData(MSF::WidgetUpdate::SettingsData& data)
{
Setting* setting = GetINISetting("sLanguage:General");
std::string loc = (setting && setting->GetType() == Setting::kType_String) ? setting->data.s : "en";
data.MSFsettingsInMCM = MSF_MainData::MCMSettingFlags;
data.fontType = MSF_MainData::widgetSettings.iFont;
data.RGBcolor = MSF_MainData::widgetSettings.GetRGBcolor();
data.fSliderMainX = MSF_MainData::widgetSettings.fSliderMainX;
data.fSliderMainY = MSF_MainData::widgetSettings.fSliderMainY;
data.fPowerArmorOffsetX = MSF_MainData::widgetSettings.fPowerArmorOffsetX;
data.fPowerArmorOffsetY = MSF_MainData::widgetSettings.fPowerArmorOffsetY;
data.fSliderAlpha = MSF_MainData::widgetSettings.fSliderAlpha;
data.fSliderScale = MSF_MainData::widgetSettings.fSliderScale;
data.localization = loc.c_str();
return true;
}
extern "C" MSF_API bool MSF_GetWidgetDisplayData(MSF::WidgetUpdate::DisplayData& data)
{
Actor* playerActor = *g_player;
auto instanceData = Utilities::GetEquippedWeaponInstanceData(playerActor);
data.ammoName = "";
std::string fmstr = MSF_Data::GetFMString(instanceData);
std::string muzzlestr = MSF_Data::GetMuzzleString(instanceData);
std::string scopestr = MSF_Data::GetScopeString(instanceData);
data.firingMode = fmstr.c_str();
data.muzzleName = muzzlestr.c_str();
data.scopeName = scopestr.c_str();
data.shapeID = 0; //baseAmmoID << 10 + ammoType + muzzleID << 20 + scopeID << 26
if (instanceData && instanceData->ammo)
data.ammoName = instanceData->ammo->GetFullName();
data.isInPA = IsInPowerArmor(playerActor);
return true;
}