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## About The Pull Request In my effort to make the /icons/ folder cleaner and more intuitive instead of having to rely on recalling names of stuff and looking them up in code to find them for poor sods such as myself, plus in spurt of complusion to organize stuff, here goes. I've tracked all changes in commit descriptions. A lot still to be done, but I know these waves go over dozens of files making things slow, so went lighter on it. Destroyed useless impostor files taking up space and cleaned a stray pixel on my way. ## Why It's Good For The Game Cleaner /icons/ file means saner spriters, less time spent. Stray pixels and impostor files (ones which are copies of actually used ones elsewhere) are not good. ## Changelog 🆑 image: Cleaned a single stray pixel in a single frame of a bite telegraphing accidentaly found while re-organizing the files. /🆑
103 lines
4.2 KiB
Plaintext
103 lines
4.2 KiB
Plaintext
#define CLICKBOX_LAYER FLOAT_LAYER-999
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/**
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* This component adds a near-invisible underlay to a movable target to expand the clickable surface of its icon without
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* resorting to MOUSE_OPACITY_OPAQUE.
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* The underlay ignores the parent's color and alpha and can be offset.
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* The name is a portmanteau of "click" and "hitbox", because technically this isn't an hitbox,
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* but it helps catch clicks, and I don't want to give it a loooong name like openspace_item_click_handler
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*/
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/datum/component/clickbox
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dupe_mode = COMPONENT_DUPE_ALLOWED
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/// The icon state of the underlay.
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var/icon_state = "sphere"
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/// The offsets of the underlay.
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var/x_offset = 0
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var/y_offset = 0
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/// Maximum width/height of the underlay, in case the attached atom is scaled up.
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var/max_scale = 2
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/// Minimum width/height of the underlay, in case the attached atom is scaled down.
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var/min_scale = 0.5
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/// For simple animals that have different icon states when dead.
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var/dead_state
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/// the underlay that has been added to the parent.
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var/mutable_appearance/clickbox_underlay
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/datum/component/clickbox/Initialize(icon_state = "sphere", x_offset = 0, y_offset = 0, max_scale = 2, min_scale = 0.5, dead_state)
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if(!isatom(parent))
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return COMPONENT_INCOMPATIBLE
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src.icon_state = icon_state
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src.x_offset = x_offset
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src.y_offset = y_offset
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src.max_scale = max_scale
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src.min_scale = min_scale
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RegisterSignal(parent, COMSIG_ATOM_VV_MODIFY_TRANSFORM, PROC_REF(on_vv_modify_transform))
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var/clickbox_icon_state = icon_state
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if(isliving(parent))
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var/mob/living/living_parent = parent
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RegisterSignal(living_parent, COMSIG_LIVING_POST_UPDATE_TRANSFORM, PROC_REF(on_update_transform))
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if(dead_state)
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src.dead_state = dead_state
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RegisterSignal(living_parent, COMSIG_LIVING_DEATH, PROC_REF(on_death))
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RegisterSignal(living_parent, COMSIG_LIVING_REVIVE, PROC_REF(on_revive))
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if(living_parent.stat == DEAD)
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clickbox_icon_state = dead_state
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update_underlay(clickbox_icon_state)
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/datum/component/clickbox/UnregisterFromParent()
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var/atom/movable/mov_parent = parent
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UnregisterSignal(mov_parent, list(COMSIG_ATOM_VV_MODIFY_TRANSFORM, COMSIG_LIVING_POST_UPDATE_TRANSFORM, COMSIG_LIVING_DEATH, COMSIG_LIVING_REVIVE))
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mov_parent.underlays -= clickbox_underlay
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/// Removes the old underlay and adds a new one. The underlay is scaled up/down if necessary
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/datum/component/clickbox/proc/update_underlay(clickbox_icon_state, width, height)
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var/atom/movable/mov_parent = parent
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if(!clickbox_icon_state)
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clickbox_icon_state = clickbox_underlay?.icon_state || icon_state
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mov_parent.underlays -= clickbox_underlay // Remove the previous underlay.
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var/clickbox_width = 1
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var/abs_width = abs(width) //Taking into account inverted transform values.
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if(abs_width > max_scale)
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clickbox_width = max_scale/width
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else if(abs_width && abs_width < min_scale)
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clickbox_width = min_scale/width
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var/clickbox_height = 1
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var/abs_height = abs(height) //Ditto
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if(abs_height > max_scale)
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clickbox_height = max_scale/height
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else if(abs_height && abs_height < min_scale)
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clickbox_height = min_scale/height
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clickbox_underlay = mutable_appearance('icons/ui/clickbox.dmi', clickbox_icon_state, CLICKBOX_LAYER, alpha = 1, appearance_flags = RESET_COLOR|RESET_ALPHA)
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clickbox_underlay.transform = clickbox_underlay.transform.Scale(clickbox_width, clickbox_height)
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//Keeps the underlay more or less centered.
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clickbox_underlay.pixel_x = x_offset * 1/clickbox_width
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clickbox_underlay.pixel_y = y_offset * 1/clickbox_height
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mov_parent.underlays += clickbox_underlay
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/datum/component/clickbox/proc/on_vv_modify_transform(atom/source)
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SIGNAL_HANDLER
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var/width = source.transform.a
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var/height = source.transform.e
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update_underlay(clickbox_underlay.icon_state, width, height)
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/datum/component/clickbox/proc/on_update_transform(mob/living/source, previous_size)
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SIGNAL_HANDLER
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update_underlay(clickbox_underlay.icon_state , source.current_size, source.current_size)
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/datum/component/clickbox/proc/on_death(mob/living/source)
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SIGNAL_HANDLER
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update_underlay(dead_state, source.current_size, source.current_size)
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/datum/component/clickbox/proc/on_revive(mob/living/source)
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SIGNAL_HANDLER
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update_underlay(icon_state, source.current_size, source.current_size)
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#undef CLICKBOX_LAYER
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