/// Takes a screen loc string in the format /// "+-left-offset:+-pixel,+-bottom-offset:+-pixel" /// Where the :pixel is optional, and returns /// A list in the format (x_offset, y_offset) /// We require context to get info out of screen locs that contain relative info, so NORTH, SOUTH, etc /proc/screen_loc_to_offset(screen_loc, view) if(!screen_loc) return list(64, 64) var/list/view_size = view_to_pixels(view) var/x = 0 var/y = 0 // Time to parse for directional relative offsets if(findtext(screen_loc, "EAST")) // If you're starting from the east, we start from the east too x += view_size[1] if(findtext(screen_loc, "WEST")) // HHHHHHHHHHHHHHHHHHHHHH WEST is technically a 1 tile offset from the start. Shoot me please x += world.icon_size if(findtext(screen_loc, "NORTH")) y += view_size[2] if(findtext(screen_loc, "SOUTH")) y += world.icon_size // Cut out everything we just parsed screen_loc = cut_relative_direction(screen_loc) var/list/x_and_y = splittext(screen_loc, ",") var/list/x_pack = splittext(x_and_y[1], ":") var/list/y_pack = splittext(x_and_y[2], ":") x += text2num(x_pack[1]) * world.icon_size y += text2num(y_pack[1]) * world.icon_size if(length(x_pack) > 1) x += text2num(x_pack[2]) if(length(y_pack) > 1) y += text2num(y_pack[2]) return list(x, y) /// Takes a list in the form (x_offset, y_offset) /// And converts it to a screen loc string /// Accepts an optional view string/size to force the screen_loc around, so it can't go out of scope /proc/offset_to_screen_loc(x_offset, y_offset, view = null) if(view) var/list/view_bounds = view_to_pixels(view) x_offset = clamp(x_offset, world.icon_size, view_bounds[1]) y_offset = clamp(y_offset, world.icon_size, view_bounds[2]) // Round with no argument is floor, so we get the non pixel offset here var/x = round(x_offset / world.icon_size) var/pixel_x = x_offset % world.icon_size var/y = round(y_offset / world.icon_size) var/pixel_y = y_offset % world.icon_size var/list/generated_loc = list() generated_loc += "[x]" if(pixel_x) generated_loc += ":[pixel_x]" generated_loc += ",[y]" if(pixel_y) generated_loc += ":[pixel_y]" return jointext(generated_loc, "") /** * Returns a valid location to place a screen object without overflowing the viewport * * * target: The target location as a purely number based screen_loc string "+-left-offset:+-pixel,+-bottom-offset:+-pixel" * * target_offset: The amount we want to offset the target location by. We explictly don't care about direction here, we will try all 4 * * view: The view variable of the client we're doing this for. We use this to get the size of the screen * * Returns a screen loc representing the valid location **/ /proc/get_valid_screen_location(target_loc, target_offset, view) var/list/offsets = screen_loc_to_offset(target_loc) var/base_x = offsets[1] var/base_y = offsets[2] var/list/view_size = view_to_pixels(view) // Bias to the right, down, left, and then finally up if(base_x + target_offset < view_size[1]) return offset_to_screen_loc(base_x + target_offset, base_y, view) if(base_y - target_offset > world.icon_size) return offset_to_screen_loc(base_x, base_y - target_offset, view) if(base_x - target_offset > world.icon_size) return offset_to_screen_loc(base_x - target_offset, base_y, view) if(base_y + target_offset < view_size[2]) return offset_to_screen_loc(base_x, base_y + target_offset, view) stack_trace("You passed in a scren location {[target_loc]} and offset {[target_offset]} that can't be fit in the viewport Width {[view_size[1]]}, Height {[view_size[2]]}. what did you do lad") return null // The fuck did you do lad /// Takes a screen_loc string and cut out any directions like NORTH or SOUTH /proc/cut_relative_direction(fragment) var/static/regex/regex = regex(@"([A-Z])\w+", "g") return regex.Replace(fragment, "")