[MIRROR] Collapsible lobby buttons [MDB IGNORE] (#22414)

* Collapsible lobby buttons

* Update new_player.dm

---------

Co-authored-by: Sealed101 <cool.bullseye@yandex.ru>
Co-authored-by: Pinta <68373373+softcerv@users.noreply.github.com>
This commit is contained in:
SkyratBot
2023-07-13 23:24:43 -04:00
committed by GitHub
co-authored by Sealed101 Pinta
parent 318af761c7
commit 2f2afc8847
8 changed files with 179 additions and 30 deletions
+4 -1
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@@ -2,4 +2,7 @@
#define COMSIG_HUD_EYE_CHANGED "hud_eye_changed"
/// Sent from /datum/hud/proc/eye_z_changed() : (old_offset, new_offset)
#define COMSIG_HUD_OFFSET_CHANGED "hud_offset_changed"
/// Sent from /atom/movable/screen/lobby/button/collapse/proc/collapse_buttons() : ()
#define COMSIG_HUD_LOBBY_COLLAPSED "hud_lobby_collapsed"
/// Sent from /atom/movable/screen/lobby/button/collapse/proc/expand_buttons() : ()
#define COMSIG_HUD_LOBBY_EXPANDED "hud_lobby_expanded"
+8 -3
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@@ -269,9 +269,14 @@
/// Layer for tutorial instructions
#define TUTORIAL_INSTRUCTIONS_LAYER 5
#define LOBBY_BACKGROUND_LAYER 3
#define LOBBY_BUTTON_LAYER 4
///Layer for lobby menu collapse button
#define LOBBY_BELOW_MENU_LAYER 2
///Layer for lobby menu background image and main buttons (Join/Ready, Observe, Charater Prefs)
#define LOBBY_MENU_LAYER 3
///Layer for lobby menu shutter, which covers up the menu to collapse/expand it
#define LOBBY_SHUTTER_LAYER 4
///Layer for lobby menu buttons that are hanging away from and lower than the main panel
#define LOBBY_BOTTOM_BUTTON_LAYER 5
///cinematics are "below" the splash screen
#define CINEMATIC_LAYER -1
+139 -25
View File
@@ -1,5 +1,11 @@
/* SKYRAT EDIT REMOVAL - Custom HTML Lobby Screen
#define SHUTTER_MOVEMENT_DURATION 0.4 SECONDS
#define SHUTTER_WAIT_DURATION 0.2 SECONDS
>>>>>>> d12cab7a498 (Collapsible lobby buttons (#76443))
/datum/hud/new_player
///Whether the menu is currently on the client's screen or not
var/menu_hud_status = TRUE
/datum/hud/new_player/New(mob/owner)
..()
@@ -7,30 +13,52 @@
if(!owner || !owner.client)
return
if (owner.client.interviewee)
if(owner.client.interviewee)
return
var/list/buttons = subtypesof(/atom/movable/screen/lobby)
for(var/button_type in buttons)
var/atom/movable/screen/lobby/lobbyscreen = new button_type()
var/atom/movable/screen/lobby/lobbyscreen = new button_type(our_hud = src)
lobbyscreen.SlowInit()
lobbyscreen.hud = src
static_inventory += lobbyscreen
if(!lobbyscreen.always_shown)
lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_COLLAPSED, TYPE_PROC_REF(/atom/movable/screen/lobby, collapse_button))
lobbyscreen.RegisterSignal(src, COMSIG_HUD_LOBBY_EXPANDED, TYPE_PROC_REF(/atom/movable/screen/lobby, expand_button))
if(istype(lobbyscreen, /atom/movable/screen/lobby/button))
var/atom/movable/screen/lobby/button/lobby_button = lobbyscreen
lobby_button.owner = REF(owner)
/atom/movable/screen/lobby
plane = SPLASHSCREEN_PLANE
layer = LOBBY_BUTTON_LAYER
layer = LOBBY_MENU_LAYER
screen_loc = "TOP,CENTER"
///Whether this HUD element can be hidden from the client's "screen" (moved off-screen) or not
var/always_shown = FALSE
/// Run sleeping actions after initialize
/atom/movable/screen/lobby/New(loc, datum/hud/our_hud, ...)
if(our_hud)
hud = our_hud
return ..()
///Run sleeping actions after initialize
/atom/movable/screen/lobby/proc/SlowInit()
return
///Animates moving the button off-screen
/atom/movable/screen/lobby/proc/collapse_button()
SIGNAL_HANDLER
//wait for the shutter to come down
animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
//then pull the buttons up with the shutter
animate(transform = transform.Translate(x = 0, y = 146), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
///Animates moving the button back into place
/atom/movable/screen/lobby/proc/expand_button()
SIGNAL_HANDLER
//the buttons are off-screen, so we sync them up to come down with the shutter
animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
/atom/movable/screen/lobby/background
layer = LOBBY_BACKGROUND_LAYER
icon = 'icons/hud/lobby/background.dmi'
icon_state = "background"
screen_loc = "TOP,CENTER:-61"
@@ -91,6 +119,7 @@
return
icon_state = base_icon_state
///Updates the button's status: TRUE to enable interaction with the button, FALSE to disable
/atom/movable/screen/lobby/button/proc/set_button_status(status)
if(status == enabled)
return FALSE
@@ -100,6 +129,7 @@
///Prefs menu
/atom/movable/screen/lobby/button/character_setup
name = "View Character Setup"
screen_loc = "TOP:-70,CENTER:-54"
icon = 'icons/hud/lobby/character_setup.dmi'
icon_state = "character_setup"
@@ -117,10 +147,12 @@
///Button that appears before the game has started
/atom/movable/screen/lobby/button/ready
name = "Toggle Readiness"
screen_loc = "TOP:-8,CENTER:-65"
icon = 'icons/hud/lobby/ready.dmi'
icon_state = "not_ready"
base_icon_state = "not_ready"
///Whether we are readied up for the round or not
var/ready = FALSE
/atom/movable/screen/lobby/button/ready/Initialize(mapload)
@@ -169,6 +201,7 @@
///Shown when the game has started
/atom/movable/screen/lobby/button/join
name = "Join Game"
screen_loc = "TOP:-13,CENTER:-58"
icon = 'icons/hud/lobby/join.dmi'
icon_state = "" //Default to not visible
@@ -244,6 +277,7 @@
RegisterSignal(SSticker, COMSIG_TICKER_ENTER_SETTING_UP, PROC_REF(show_join_button))
/atom/movable/screen/lobby/button/observe
name = "Observe"
screen_loc = "TOP:-40,CENTER:-54"
icon = 'icons/hud/lobby/observe.dmi'
icon_state = "observe_disabled"
@@ -270,13 +304,18 @@
set_button_status(TRUE)
UnregisterSignal(SSticker, COMSIG_TICKER_ENTER_PREGAME)
/atom/movable/screen/lobby/button/settings
//Subtype the bottom buttons away so the collapse/expand shutter goes behind them
/atom/movable/screen/lobby/button/bottom
layer = LOBBY_BOTTOM_BUTTON_LAYER
icon = 'icons/hud/lobby/bottom_buttons.dmi'
/atom/movable/screen/lobby/button/bottom/settings
name = "View Game Preferences"
icon_state = "settings"
base_icon_state = "settings"
screen_loc = "TOP:-122,CENTER:+30"
screen_loc = "TOP:-122,CENTER:+29"
/atom/movable/screen/lobby/button/settings/Click(location, control, params)
/atom/movable/screen/lobby/button/bottom/settings/Click(location, control, params)
. = ..()
if(!.)
return
@@ -286,39 +325,38 @@
preferences.update_static_data(usr)
preferences.ui_interact(usr)
/atom/movable/screen/lobby/button/changelog_button
icon = 'icons/hud/lobby/bottom_buttons.dmi'
/atom/movable/screen/lobby/button/bottom/changelog_button
name = "View Changelog"
icon_state = "changelog"
base_icon_state = "changelog"
screen_loc ="TOP:-122,CENTER:+58"
screen_loc ="TOP:-122,CENTER:+57"
/atom/movable/screen/lobby/button/bottom/changelog_button/Click(location, control, params)
. = ..()
usr.client?.changelog()
/atom/movable/screen/lobby/button/crew_manifest
icon = 'icons/hud/lobby/bottom_buttons.dmi'
/atom/movable/screen/lobby/button/bottom/crew_manifest
name = "View Crew Manifest"
icon_state = "crew_manifest"
base_icon_state = "crew_manifest"
screen_loc = "TOP:-122,CENTER:+2"
/atom/movable/screen/lobby/button/crew_manifest/Click(location, control, params)
/atom/movable/screen/lobby/button/bottom/crew_manifest/Click(location, control, params)
. = ..()
if(!.)
return
var/mob/dead/new_player/new_player = hud.mymob
new_player.ViewManifest()
/atom/movable/screen/lobby/button/changelog_button/Click(location, control, params)
. = ..()
usr.client?.changelog()
/atom/movable/screen/lobby/button/poll
icon = 'icons/hud/lobby/bottom_buttons.dmi'
/atom/movable/screen/lobby/button/bottom/poll
name = "View Available Polls"
icon_state = "poll"
base_icon_state = "poll"
screen_loc = "TOP:-122,CENTER:-26"
///Whether the button should have a New Poll notification overlay
var/new_poll = FALSE
/atom/movable/screen/lobby/button/poll/SlowInit(mapload)
/atom/movable/screen/lobby/button/bottom/poll/SlowInit(mapload)
. = ..()
if(!usr)
return
@@ -362,15 +400,91 @@
set_button_status(FALSE)
return
/atom/movable/screen/lobby/button/poll/update_overlays()
/atom/movable/screen/lobby/button/bottom/poll/update_overlays()
. = ..()
if(new_poll)
. += mutable_appearance('icons/hud/lobby/poll_overlay.dmi', "new_poll")
/atom/movable/screen/lobby/button/poll/Click(location, control, params)
/atom/movable/screen/lobby/button/bottom/poll/Click(location, control, params)
. = ..()
if(!.)
return
var/mob/dead/new_player/new_player = hud.mymob
new_player.handle_player_polling()
/atom/movable/screen/lobby/button/collapse
name = "Collapse Lobby Menu"
icon = 'icons/hud/lobby/collapse_expand.dmi'
icon_state = "collapse"
base_icon_state = "collapse"
layer = LOBBY_BELOW_MENU_LAYER
screen_loc = "TOP:-82,CENTER:-54"
always_shown = TRUE
/atom/movable/screen/lobby/button/collapse/Click(location, control, params)
. = ..()
if(!.)
return
if(!istype(hud, /datum/hud/new_player))
return
var/datum/hud/new_player/our_hud = hud
base_icon_state = our_hud.menu_hud_status ? "expand" : "collapse"
name = "[our_hud.menu_hud_status ? "Expand" : "Collapse"] Lobby Menu"
set_button_status(FALSE)
//get the shutter object used by our hud
var/atom/movable/screen/lobby/shutter/menu_shutter = locate(/atom/movable/screen/lobby/shutter) in hud.static_inventory
//animate the shutter
menu_shutter.setup_shutter_animation()
//animate bottom buttons' movement
if(our_hud.menu_hud_status)
collapse_menu()
else
expand_menu()
our_hud.menu_hud_status = !our_hud.menu_hud_status
//re-enable clicking the button when the shutter animation finishes
//we use sleep here so it can work during game setup, as addtimer would not work until the game would finish setting up
sleep(2 * SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
set_button_status(TRUE)
///Moves the button to the top of the screen, leaving only the screen part in view
///Sends a signal on the hud for the menu hud elements to listen to
/atom/movable/screen/lobby/button/collapse/proc/collapse_menu()
SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_COLLAPSED)
//wait for the shutter to come down
animate(src, transform = transform, time = SHUTTER_MOVEMENT_DURATION + SHUTTER_WAIT_DURATION)
//then pull the button up with the shutter and leave it on the edge of the screen
animate(transform = transform.Translate(x = 0, y = 134), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
///Extends the button back to its usual spot
///Sends a signal on the hud for the menu hud elements to listen to
/atom/movable/screen/lobby/button/collapse/proc/expand_menu()
SEND_SIGNAL(hud, COMSIG_HUD_LOBBY_EXPANDED)
animate(src, transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
/atom/movable/screen/lobby/shutter
icon = 'icons/hud/lobby/shutter.dmi'
icon_state = "shutter"
base_icon_state = "shutter"
screen_loc = "TOP:+143,CENTER:-73" //"home" position is off-screen
layer = LOBBY_SHUTTER_LAYER
always_shown = TRUE
///Sets up the shutter pulling down and up. It's the same animation for both collapsing and expanding the menu.
/atom/movable/screen/lobby/shutter/proc/setup_shutter_animation()
//bring down the shutter
animate(src, transform = transform.Translate(x = 0, y = -143), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_OUT)
//wait a little bit before bringing the shutter up
animate(transform = transform, time = SHUTTER_WAIT_DURATION)
//pull the shutter back off-screen
animate(transform = matrix(), time = SHUTTER_MOVEMENT_DURATION, easing = CUBIC_EASING|EASE_IN)
#undef SHUTTER_MOVEMENT_DURATION
#undef SHUTTER_WAIT_DURATION
*/ // SKYRAT EDIT END
+28 -1
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@@ -1,3 +1,5 @@
///Cooldown for the Reset Lobby Menu HUD verb
#define RESET_HUD_INTERVAL 15 SECONDS
/mob/dead/new_player
flags_1 = NONE
invisibility = INVISIBILITY_ABSTRACT
@@ -15,7 +17,8 @@
var/ineligible_for_roles = FALSE
/// Used to track if the player's jobs menu sent a message saying it successfully mounted.
var/jobs_menu_mounted = FALSE
///Cooldown for the Reset Lobby Menu HUD verb
COOLDOWN_DECLARE(reset_hud_cooldown)
/mob/dead/new_player/Initialize(mapload)
if(client && SSticker.state == GAME_STATE_STARTUP)
@@ -30,6 +33,7 @@
. = ..()
GLOB.new_player_list += src
add_verb(src, /mob/dead/new_player/proc/reset_menu_hud)
/mob/dead/new_player/Destroy()
GLOB.new_player_list -= src
@@ -60,6 +64,11 @@
var/datum/poll_question/poll = locate(href_list["votepollref"]) in GLOB.polls
vote_on_poll_handler(poll, href_list)
/mob/dead/new_player/get_status_tab_items()
. = ..()
if(!SSticker.HasRoundStarted()) //only show this when the round hasn't started yet
. += "Readiness status: [ready ? "" : "Not "]Readied Up!"
//When you cop out of the round (NB: this HAS A SLEEP FOR PLAYER INPUT IN IT)
/mob/dead/new_player/proc/make_me_an_observer()
if(QDELETED(src) || !src.client)
@@ -381,3 +390,21 @@
// Add verb for re-opening the interview panel, fixing chat and re-init the verbs for the stat panel
add_verb(src, /mob/dead/new_player/proc/open_interview)
add_verb(client, /client/verb/fix_tgui_panel)
///Resets the Lobby Menu HUD, recreating and reassigning it to the new player
/mob/dead/new_player/proc/reset_menu_hud()
set name = "Reset Lobby Menu HUD"
set category = "OOC"
var/mob/dead/new_player/new_player = usr
if(!COOLDOWN_FINISHED(new_player, reset_hud_cooldown))
to_chat(new_player, span_warning("You must wait <b>[DisplayTimeText(COOLDOWN_TIMELEFT(new_player, reset_hud_cooldown))]</b> before resetting the Lobby Menu HUD again!"))
return
if(!new_player?.client)
return
COOLDOWN_START(new_player, reset_hud_cooldown, RESET_HUD_INTERVAL)
qdel(new_player.hud_used)
create_mob_hud()
to_chat(new_player, span_info("Lobby Menu HUD reset. You may reset the HUD again in <b>[DisplayTimeText(RESET_HUD_INTERVAL)]</b>."))
hud_used.show_hud(hud_used.hud_version)
#undef RESET_HUD_INTERVAL
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