Files
Bubberstation/code/_onclick/hud/screen_object_holder.dm
John Willard ac94a14822 Escape menu improvements (#91397)
Removes the blur of the escape menu so players can sorta see what's
going on in their game while going through, so they can react in case
something's happening while they're in menu.
Changes the font of the escape menu so it's no longer the LISA font
Makes the title only show up on the home menu, so being on the suicide
panel wont show you "another day on space station 13".
Moves the 'back' button on the suicide menu to the top left.

![image](https://github.com/user-attachments/assets/4d527059-38ab-4330-9e8c-f373e0942777)

![image](https://github.com/user-attachments/assets/23f0f230-f901-480d-9426-9ca8f33493f9)

This hopes to make the escape menu a little more easy to go through,
removing some obstruction of your game's screen so you can see what's
happening around you, and give a little generic part of submenus in case
we add more (which I do have at least one planned).

🆑
qol: The escape menu no longer blurs the game in the background.
qol: The escape menu now has a more readable font, and the escape menu's
back button is now smaller and in the corner.
/🆑
2025-06-05 19:50:34 -04:00

67 lines
2.0 KiB
Plaintext

/// A helper instance that will handle adding objects from the client's screen
/// to easily remove from later.
/datum/screen_object_holder
VAR_PRIVATE
client/client
list/screen_objects = list()
list/protected_screen_objects = list()
/datum/screen_object_holder/New(client/client)
ASSERT(istype(client))
src.client = client
RegisterSignal(client, COMSIG_QDELETING, PROC_REF(on_parent_qdel))
/datum/screen_object_holder/Destroy()
clear()
client = null
return ..()
/// Gives the screen object to the client, qdel'ing it when it's cleared
/datum/screen_object_holder/proc/give_screen_object(atom/screen_object)
ASSERT(istype(screen_object))
screen_objects += screen_object
client?.screen += screen_object
return screen_object
/// Gives the screen object to the client, but does not qdel it when it's cleared,
/// this is used for screen object instances you plan on giving to multiple mobs.
/datum/screen_object_holder/proc/give_protected_screen_object(atom/screen_object)
ASSERT(istype(screen_object))
protected_screen_objects += screen_object
client?.screen += screen_object
return screen_object
/datum/screen_object_holder/proc/remove_screen_object(atom/screen_object)
ASSERT(istype(screen_object))
ASSERT((screen_object in screen_objects) || (screen_object in protected_screen_objects))
client?.screen -= screen_object
screen_objects -= screen_object
//protected objects don't get qdel'ed
if(screen_object in protected_screen_objects)
protected_screen_objects -= screen_object
else
qdel(screen_object)
/datum/screen_object_holder/proc/clear()
client?.screen -= screen_objects
client?.screen -= protected_screen_objects
QDEL_LIST(screen_objects)
protected_screen_objects.Cut()
// We don't qdel here, as clients leaving should not be a concern for consumers
// Consumers ought to be qdel'ing this on their own Destroy, but we shouldn't
// hard del because they aren't watching for the client, that's our job.
/datum/screen_object_holder/proc/on_parent_qdel()
PRIVATE_PROC(TRUE)
SIGNAL_HANDLER
clear()
client = null