/*
The global hud:
Uses the same visual objects for all players.
*/
var/datum/global_hud/global_hud // Initialized in SSatoms.
var/list/global_huds
/datum/hud/var/obj/screen/grab_intent
/datum/hud/var/obj/screen/hurt_intent
/datum/hud/var/obj/screen/disarm_intent
/datum/hud/var/obj/screen/help_intent
/datum/global_hud
var/obj/screen/vr_control
var/obj/screen/druggy
var/obj/screen/blurry
var/list/vimpaired
var/list/darkMask
var/obj/screen/nvg
var/obj/screen/thermal
var/obj/screen/meson
var/obj/screen/science
var/obj/screen/holomap
/datum/global_hud/proc/setup_overlay(var/icon_state, var/color)
var/obj/screen/screen = new /obj/screen()
screen.alpha = 25 // Adjust this if you want goggle overlays to be thinner or thicker.
screen.screen_loc = "SOUTHWEST to NORTHEAST" // Will tile up to the whole screen, scaling beyond 15x15 if needed.
screen.icon = 'icons/obj/hud_tiled.dmi'
screen.icon_state = icon_state
screen.layer = SCREEN_LAYER
screen.mouse_opacity = 0
screen.color = color
return screen
/datum/global_hud/New()
//420erryday psychedellic colours screen overlay for when you are high
druggy = new /obj/screen()
druggy.screen_loc = ui_entire_screen
druggy.icon_state = "druggy"
druggy.layer = 17
druggy.mouse_opacity = 0
druggy.alpha = 127
druggy.blend_mode = BLEND_MULTIPLY
//that white blurry effect you get when you eyes are damaged
blurry = new /obj/screen()
blurry.screen_loc = ui_entire_screen
blurry.icon_state = "blurry"
blurry.layer = 17
blurry.mouse_opacity = 0
blurry.alpha = 100
vr_control = new /obj/screen()
vr_control.icon = 'icons/mob/screen/full.dmi'
vr_control.icon_state = "vr_control"
vr_control.screen_loc = "1,1"
vr_control.mouse_opacity = 0
vr_control.alpha = 120
nvg = setup_overlay("scanline", "#06ff00")
thermal = setup_overlay("scanline", "#ff0000")
meson = setup_overlay("scanline", "#9fd800")
science = setup_overlay("scanline", "#d600d6")
// The holomap screen object is actually totally invisible.
// Station maps work by setting it as an images location before sending to client, not
// actually changing the icon or icon state of the screen object itself!
// Why do they work this way? I don't know really, that is how /vg/ designed them, but since they DO
// work this way, we can take advantage of their immutability by making them part of
// the global_hud (something we have and /vg/ doesn't) instead of an instance per mob.
holomap = new /obj/screen()
holomap.name = "holomap"
holomap.icon = null
holomap.screen_loc = ui_holomap
holomap.mouse_opacity = 0
var/obj/screen/O
var/i
//that nasty looking dither you get when you're short-sighted
vimpaired = newlist(/obj/screen,/obj/screen,/obj/screen,/obj/screen)
O = vimpaired[1]
O.screen_loc = "1,1 to 5,15"
O = vimpaired[2]
O.screen_loc = "5,1 to 10,5"
O = vimpaired[3]
O.screen_loc = "6,11 to 10,15"
O = vimpaired[4]
O.screen_loc = "11,1 to 15,15"
//welding mask overlay black/dither
darkMask = newlist(/obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen)
O = darkMask[1]
O.screen_loc = "WEST+2,SOUTH+2 to WEST+4,NORTH-2"
O = darkMask[2]
O.screen_loc = "WEST+4,SOUTH+2 to EAST-5,SOUTH+4"
O = darkMask[3]
O.screen_loc = "WEST+5,NORTH-4 to EAST-5,NORTH-2"
O = darkMask[4]
O.screen_loc = "EAST-4,SOUTH+2 to EAST-2,NORTH-2"
O = darkMask[5]
O.screen_loc = "WEST,SOUTH to EAST,SOUTH+1"
O = darkMask[6]
O.screen_loc = "WEST,SOUTH+2 to WEST+1,NORTH"
O = darkMask[7]
O.screen_loc = "EAST-1,SOUTH+2 to EAST,NORTH"
O = darkMask[8]
O.screen_loc = "WEST+2,NORTH-1 to EAST-2,NORTH"
for(i = 1, i <= 4, i++)
O = vimpaired[i]
O.icon_state = "dither50"
O.layer = 17
O.mouse_opacity = 0
O = darkMask[i]
O.icon_state = "dither50"
O.layer = 17
O.mouse_opacity = 0
for(i = 5, i <= 8, i++)
O = darkMask[i]
O.icon_state = "black"
O.layer = 17
O.mouse_opacity = 0
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
/datum/hud
var/mob/mymob
var/hud_shown = 1 //Used for the HUD toggle (F12)
var/inventory_shown = 1 //the inventory
var/show_intent_icons = 0
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/lingchemdisplay
var/obj/screen/blobpwrdisplay
var/obj/screen/blobhealthdisplay
var/obj/screen/r_hand_hud_object
var/obj/screen/l_hand_hud_object
var/obj/screen/action_intent
var/obj/screen/movement_intent/move_intent
var/list/adding
var/list/other
var/list/obj/screen/hotkeybuttons
var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
var/action_buttons_hidden = 0
datum/hud/New(mob/owner)
mymob = owner
instantiate()
..()
/datum/hud/Destroy()
. = ..()
grab_intent = null
hurt_intent = null
disarm_intent = null
help_intent = null
lingchemdisplay = null
blobpwrdisplay = null
blobhealthdisplay = null
r_hand_hud_object = null
l_hand_hud_object = null
action_intent = null
move_intent = null
adding = null
other = null
hotkeybuttons = null
// item_action_list = null // ?
mymob = null
/datum/hud/proc/hidden_inventory_update()
if(!mymob) return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
for(var/gear_slot in H.species.hud.gear)
var/list/hud_data = H.species.hud.gear[gear_slot]
if(inventory_shown && hud_shown)
switch(hud_data["slot"])
if(slot_head)
if(H.head) H.head.screen_loc = hud_data["loc"]
if(slot_shoes)
if(H.shoes) H.shoes.screen_loc = hud_data["loc"]
if(slot_l_ear)
if(H.l_ear) H.l_ear.screen_loc = hud_data["loc"]
if(slot_r_ear)
if(H.r_ear) H.r_ear.screen_loc = hud_data["loc"]
if(slot_gloves)
if(H.gloves) H.gloves.screen_loc = hud_data["loc"]
if(slot_glasses)
if(H.glasses) H.glasses.screen_loc = hud_data["loc"]
if(slot_w_uniform)
if(H.w_uniform) H.w_uniform.screen_loc = hud_data["loc"]
if(slot_wear_suit)
if(H.wear_suit) H.wear_suit.screen_loc = hud_data["loc"]
if(slot_wear_mask)
if(H.wear_mask) H.wear_mask.screen_loc = hud_data["loc"]
else
switch(hud_data["slot"])
if(slot_head)
if(H.head) H.head.screen_loc = null
if(slot_shoes)
if(H.shoes) H.shoes.screen_loc = null
if(slot_l_ear)
if(H.l_ear) H.l_ear.screen_loc = null
if(slot_r_ear)
if(H.r_ear) H.r_ear.screen_loc = null
if(slot_gloves)
if(H.gloves) H.gloves.screen_loc = null
if(slot_glasses)
if(H.glasses) H.glasses.screen_loc = null
if(slot_w_uniform)
if(H.w_uniform) H.w_uniform.screen_loc = null
if(slot_wear_suit)
if(H.wear_suit) H.wear_suit.screen_loc = null
if(slot_wear_mask)
if(H.wear_mask) H.wear_mask.screen_loc = null
/datum/hud/proc/persistant_inventory_update()
if(!mymob)
return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
for(var/gear_slot in H.species.hud.gear)
var/list/hud_data = H.species.hud.gear[gear_slot]
if(hud_shown)
switch(hud_data["slot"])
if(slot_s_store)
if(H.s_store) H.s_store.screen_loc = hud_data["loc"]
if(slot_wear_id)
if(H.wear_id) H.wear_id.screen_loc = hud_data["loc"]
if(slot_belt)
if(H.belt) H.belt.screen_loc = hud_data["loc"]
if(slot_back)
if(H.back) H.back.screen_loc = hud_data["loc"]
if(slot_l_store)
if(H.l_store) H.l_store.screen_loc = hud_data["loc"]
if(slot_r_store)
if(H.r_store) H.r_store.screen_loc = hud_data["loc"]
else
switch(hud_data["slot"])
if(slot_s_store)
if(H.s_store) H.s_store.screen_loc = null
if(slot_wear_id)
if(H.wear_id) H.wear_id.screen_loc = null
if(slot_belt)
if(H.belt) H.belt.screen_loc = null
if(slot_back)
if(H.back) H.back.screen_loc = null
if(slot_l_store)
if(H.l_store) H.l_store.screen_loc = null
if(slot_r_store)
if(H.r_store) H.r_store.screen_loc = null
/datum/hud/proc/instantiate()
if(!ismob(mymob)) return 0
if(!mymob.client) return 0
var/ui_style = ui_style2icon(mymob.client.prefs.UI_style)
var/ui_color = mymob.client.prefs.UI_style_color
var/ui_alpha = mymob.client.prefs.UI_style_alpha
mymob.instantiate_hud(src, ui_style, ui_color, ui_alpha)
update_parallax_existence()
/mob/proc/instantiate_hud(var/datum/hud/HUD, var/ui_style, var/ui_color, var/ui_alpha)
return
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12(var/full = 0 as null)
set name = "F12"
set hidden = 1
if(!hud_used)
to_chat(usr, "This mob type does not use a HUD.")
return
if(!ishuman(src))
to_chat(usr, "Inventory hiding is currently only supported for human mobs, sorry.")
return
if(!client) return
if(client.view != world.view)
return
if(hud_used.hud_shown)
hud_used.hud_shown = 0
if(src.hud_used.adding)
src.client.screen -= src.hud_used.adding
if(src.hud_used.other)
src.client.screen -= src.hud_used.other
if(src.hud_used.hotkeybuttons)
src.client.screen -= src.hud_used.hotkeybuttons
//Due to some poor coding some things need special treatment:
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
if(!full)
src.client.screen += src.hud_used.l_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.r_hand_hud_object //we want the hands to be visible
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
src.hud_used.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
else
src.client.screen -= src.healths
src.client.screen -= src.internals
src.client.screen -= src.gun_setting_icon
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
src.client.screen -= src.zone_sel //zone_sel is a mob variable for some reason.
else
hud_used.hud_shown = 1
if(src.hud_used.adding)
src.client.screen += src.hud_used.adding
if(src.hud_used.other && src.hud_used.inventory_shown)
src.client.screen += src.hud_used.other
if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
src.client.screen += src.hud_used.hotkeybuttons
if(src.healths)
src.client.screen |= src.healths
if(src.internals)
src.client.screen |= src.internals
if(src.gun_setting_icon)
src.client.screen |= src.gun_setting_icon
src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
src.client.screen += src.zone_sel //This one is a special snowflake
hud_used.hidden_inventory_update()
hud_used.persistant_inventory_update()
update_action_buttons()
//Similar to button_pressed_F12() but keeps zone_sel, gun_setting_icon, and healths.
/mob/proc/toggle_zoom_hud()
if(!hud_used)
return
if(!ishuman(src))
return
if(!client)
return
if(client.view != world.view)
return
if(hud_used.hud_shown)
hud_used.hud_shown = 0
if(src.hud_used.adding)
src.client.screen -= src.hud_used.adding
if(src.hud_used.other)
src.client.screen -= src.hud_used.other
if(src.hud_used.hotkeybuttons)
src.client.screen -= src.hud_used.hotkeybuttons
src.client.screen -= src.internals
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
else
hud_used.hud_shown = 1
if(src.hud_used.adding)
src.client.screen += src.hud_used.adding
if(src.hud_used.other && src.hud_used.inventory_shown)
src.client.screen += src.hud_used.other
if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
src.client.screen += src.hud_used.hotkeybuttons
if(src.internals)
src.client.screen |= src.internals
src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
hud_used.hidden_inventory_update()
hud_used.persistant_inventory_update()
update_action_buttons()
/mob/proc/add_click_catcher()
client.screen |= click_catchers
/mob/new_player/add_click_catcher()
return