Commit Graph

21 Commits

Author SHA1 Message Date
Cheridan
52afa566b3 Merge pull request #2331 from ManeaterMildred/HUDFeedback
Fixes Issue #1523 : No feedback when using F12.
2014-01-14 10:37:02 -08:00
ManeaterMildred
3f485d4fb1 Added span class for the feedback, and the two warnings if you
try to use F12 when you shouldn't be able to.
2014-01-12 16:19:13 +01:00
ManeaterMildred
e352012768 Add a feedback upon using F12, in case people get confused their
HUD is gone when pressing F12 by accident
2014-01-12 15:50:48 +01:00
Robson Richards
e83928a6ac Span classes 2014-01-07 21:12:16 +00:00
errorage
bfcd050b77 Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion. 2014-01-06 12:17:07 +01:00
errorage
c89f3b83d0 Adds framework for multiple UI styles for humans, with a no-UI mode being the first example. Also makes all mobs' UIs scalable.
- Rewrote all UI element positions to use values that are anchored to NORTH, SOUTH, EAST, WEST and CENTER instead of absolute numbers. Changing view range now no longer messes up the UI.
Screenshots:
http://www.ss13.eu/uiscaling_human.png (human)
http://www.ss13.eu/uiscaling_borg.png (cyborg)
http://www.ss13.eu/uiscaling_alien.png (alien)
http://www.ss13.eu/uiscaling_monkey.png (monkey)
- Changing the view range no longer messes up shortsightedness and welding mask dither effects
Screenshots:
http://www.ss13.eu/uiscaling_welding.png (welding mask)
http://www.ss13.eu/uiscaling_shortsight.png (shortsightedness)
- The flash overlay now covers the entire screen no matter what the view range is
- The damage overlay and blindness overlay are now centered even if you change the view range. They are however images of a fixed size, so they only cover a part of the screen. This one is better than it was, but still 'imperfect'. I'm guessing we'll have to wait until we switch to byond 500 for a better solution to this.
Screenshot:
http://www.ss13.eu/uiscaling_dead.png (critical condition)
- Pressing F12 now no longer only switches between the standard and a reduced overlay, it cycles through all available UI styles, of which there are currently three: Standard UI, reduced UI and no UI (intended for taking screenshots while alive). Note that this does not remove the blindness, damage and flash overlays, it however removes all damage indication icons (like suffocation, fire damage, etc)
Screenshot:
http://www.ss13.eu/uiscaling_blank.png (no UI)
2013-12-29 12:04:37 +01:00
Miauw
2b6046feb8 Fixed #1830 Monkeys now have a resist button on their HUD. 2013-12-22 16:36:26 +01:00
Aranclanos
a4a13681f3 Merge branch 'master' of https://github.com/Razharas/-tg-station into ImGonnaStingYa
Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
2013-12-05 07:01:09 -03:00
Zelacks
c3e8fceefe Removes several more unused variables 2013-11-24 05:11:15 +08:00
Razharas
f37b32a18f Further sting improvements
Now to sting someone with active sting you alt+click them
In usual mode active sting do nothing
Clicking sting icon will deactivate the sting(hasnt removed the verb
however)
Now all monkifying will grant the monkeys what they can wear from their
previous form
Now all humanizing autoequips things from under you
(Done by Gia's suggestion, the quality is meh)
One more little change in icons
2013-11-21 23:10:56 +04:00
Razharas
e6eab9b7e9 Rewrote stings
Stings are now special cases of carbons' clicks
All the problems with stings-items were solved automatically by this
Clicking the ability sets your active sting
Currently active sting is shown on the UI
Changed sting icons to fit the UI
Clicking other ability will reset the active sting to the new one
Added "retract stinger" ability so you can get rid of any active sting
Added autoequip of items below you if you go from monkey to human form
as ling
Added commented-out greater form, just because
Monkeys now have chem counter in their UI just like humans
Monkeys have active sting icon in UI as well
Hope its not too much commits for one pull request
Also changed some of the previous additiong to ABSTRACT items in
show_inv
2013-11-21 20:36:08 +04:00
Giacom
00621f7817 Merge pull request #1671 from Neerti/hud_addition_01
Adds a plasma storage HUD for aliens.
2013-11-07 04:25:28 -08:00
Neerti
1e0fb790fa Moved plasma counter to right. Flipped sprite for it, named Power Display2 in screen_gen.dmi 2013-11-07 00:08:48 -05:00
Neerti
a1053c2b56 Adds a plasma counter hud for aliens that works similar to the changeling's chem storage and blob's resource storage counters. 2013-10-28 03:03:33 -04:00
supersayu
0764cac389 Mecha HUD hiding
Hides the user's inventory (as per F12) when they enter a mecha, since it is essentially unusable.  Pressing F12 will reveal it, as will exiting the mecha.  If your inventory is hidden before you enter the mech, it will remain hidden when you leave.
2013-10-16 01:33:41 -04:00
supersayu
a7398c2205 Mecha fixes
Prevents mech actions from acting on the user's inventory.  Fixes #1487.
(Almost) fully prevents inventory use from within a mech, to be more consistent.  The internals GUI button still works on the theory that it's emergency equipment.
2013-10-16 01:30:00 -04:00
Mloc-Argent
d2e8531ee5 Made cyborg middle-clicks cycle through the list of selected modules, and added some new helper procs for selected modules.
New procs:
* module_selected(module) - Checks whether the module slot specified by "module" is currently selected.
* module_active(module) - Checks whether there is a module active in the slot specified by "module".
* get_selected_module() - Returns the slot number of the currently selected module.  Returns 0 if no modules are selected.
* select_module(module) - Selects the module slot specified by "module"
* deselect_module(module) - Deselects the module slot specified by "module"
* toggle_module(module) - Toggles the selection of the module slot specified by "module".
* cycle_modules() - Cycles through the list of selected modules.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
2013-10-08 20:15:57 +01:00
supersayu
a3ba991d2f Additional comments, move some code
Should improve documentation of new and old click code
2013-09-17 19:03:22 -04:00
supersayu
62f7bc11c2 Timing adjustments
attack_self use should be somewhat more standard; previously the activate object verb (and pagedown) had no delay at all.

Lowers the time taken when interacting with things on your person or in your square.
2013-09-17 18:18:34 -04:00
supersayu
0e25cc9b30 Adds click delay to item quick buttons. Updates changelog. 2013-09-17 18:18:30 -04:00
supersayu
475042a212 Click code rework
Fixes #646, #579, #863

Completely redoes the click code.  Moves all click related code into code/_onclick for reference.  Also moves hud datum code and all the screen object code I could find into code/_onclick/hud, as it is related.  Item attack(), attackby(), afterattack(), and attack_self() have been moved into item_attack.dm for consistency.

Completely removes dummy objects and adds atom.Adjacent(user).  This proc checks for border items and anything marked with throwpass for determining whether or not you can reach a given square.  A turf helper, ClickCross(), was added to facilitate this.

Removes the monolithic Atom.Click() proc in favor of an overridable click handler attached to mobs.  Click code no longer uses the : path operator as a consequence, and mob/lastDblClick has been moved to Client/next_click.  A few end arounds were necessary (screen objects, buildmode, and spells), but this has been handled by repurposing Atom.Click(); if you have special click code, insert it in the object's Click() function and return 1 to prevent normal processing.

This update adds support for attack_ghost(); the previous "new" click handler had support for it but was never finished.  I have taken the liberty of letting ghosts click portals, the gateway, and the teleporter to jump to the intended target square, and kept the previous default action of examine()ing every damn thing you click.  It is to be suggested that you could do more with this proc when ghost interactions are enabled.

This update also adds support for double clicking.  It is currently only used for ghosts and AIs, because the original (first) click still registers normally.  For both of these, double clicking a square will jump you to it, and double clicking a mob will follow it.  In the case of ghosts, double clicking bots and the singularity will also set you following it; if you double click your own corpse, you will re-enter it; this also works if your body is in a closet, sleeper, DNA scanner, etc.  Default mobs ignore double clicks as normal.

-- NOTE --

There are two flags which were previously unused or misused by click code: USEDELAY and NODELAY.  Ostensibly, USEDELAY would double the normal 1sec delay, and NODELAY would remove it.

Using either of these flags as intended would significantly affect the timing of the game.  In particular, USEDELAY is currently applied to guns and about everything else that acts at range.  I am adding USEDELAY as a half-second increase for now, but I have not put a significant amount of thought into it.  I considered lowering the normal 1sec delay to .8sec to balance it, but the consequences of that on combat involve more calculations than I care to make.

NODELAY seems to never have been used, and I did not implement it, but I could do so trivially.
2013-09-17 18:15:54 -04:00