mirror of
https://github.com/Bubberstation/Bubberstation.git
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292 lines
9.5 KiB
Plaintext
292 lines
9.5 KiB
Plaintext
/*
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The hud datum
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Used to show and hide huds for all the different mob types,
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including inventories and item quick actions.
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*/
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// The default UI style is the first one in the list
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GLOBAL_LIST_INIT(available_ui_styles, list(
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"Midnight" = 'icons/mob/screen_midnight.dmi',
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"Retro" = 'icons/mob/screen_retro.dmi',
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"Plasmafire" = 'icons/mob/screen_plasmafire.dmi',
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"Slimecore" = 'icons/mob/screen_slimecore.dmi',
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"Operative" = 'icons/mob/screen_operative.dmi',
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"Clockwork" = 'icons/mob/screen_clockwork.dmi'
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))
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/proc/ui_style2icon(ui_style)
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return GLOB.available_ui_styles[ui_style] || GLOB.available_ui_styles[GLOB.available_ui_styles[1]]
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/datum/hud
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var/mob/mymob
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var/hud_shown = TRUE //Used for the HUD toggle (F12)
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var/hud_version = HUD_STYLE_STANDARD //Current displayed version of the HUD
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var/inventory_shown = FALSE //Equipped item inventory
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var/hotkey_ui_hidden = FALSE //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
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var/obj/screen/ling/chems/lingchemdisplay
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var/obj/screen/ling/sting/lingstingdisplay
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var/obj/screen/blobpwrdisplay
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var/obj/screen/alien_plasma_display
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var/obj/screen/alien_queen_finder
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var/obj/screen/devil/soul_counter/devilsouldisplay
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var/obj/screen/action_intent
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var/obj/screen/zone_select
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var/obj/screen/pull_icon
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var/obj/screen/rest_icon
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var/obj/screen/throw_icon
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var/obj/screen/module_store_icon
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var/list/static_inventory = list() //the screen objects which are static
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var/list/toggleable_inventory = list() //the screen objects which can be hidden
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var/list/obj/screen/hotkeybuttons = list() //the buttons that can be used via hotkeys
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var/list/infodisplay = list() //the screen objects that display mob info (health, alien plasma, etc...)
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var/list/screenoverlays = list() //the screen objects used as whole screen overlays (flash, damageoverlay, etc...)
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var/list/inv_slots[SLOTS_AMT] // /obj/screen/inventory objects, ordered by their slot ID.
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var/list/hand_slots // /obj/screen/inventory/hand objects, assoc list of "[held_index]" = object
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var/list/obj/screen/plane_master/plane_masters = list() // see "appearance_flags" in the ref, assoc list of "[plane]" = object
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var/obj/screen/movable/action_button/hide_toggle/hide_actions_toggle
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var/action_buttons_hidden = FALSE
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var/obj/screen/healths
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var/obj/screen/healthdoll
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var/obj/screen/internals
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var/obj/screen/mood
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// subtypes can override this to force a specific UI style
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var/ui_style
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/datum/hud/New(mob/owner)
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mymob = owner
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if (!ui_style)
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// will fall back to the default if any of these are null
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ui_style = ui_style2icon(owner.client && owner.client.prefs && owner.client.prefs.UI_style)
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hide_actions_toggle = new
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hide_actions_toggle.InitialiseIcon(src)
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if(mymob.client)
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hide_actions_toggle.locked = mymob.client.prefs.buttons_locked
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hand_slots = list()
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for(var/mytype in subtypesof(/obj/screen/plane_master))
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var/obj/screen/plane_master/instance = new mytype()
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plane_masters["[instance.plane]"] = instance
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instance.backdrop(mymob)
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/datum/hud/Destroy()
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if(mymob.hud_used == src)
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mymob.hud_used = null
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QDEL_NULL(hide_actions_toggle)
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QDEL_NULL(module_store_icon)
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QDEL_LIST(static_inventory)
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inv_slots.Cut()
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action_intent = null
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zone_select = null
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pull_icon = null
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QDEL_LIST(toggleable_inventory)
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QDEL_LIST(hotkeybuttons)
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throw_icon = null
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QDEL_LIST(infodisplay)
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healths = null
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healthdoll = null
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internals = null
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mood = null
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lingchemdisplay = null
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devilsouldisplay = null
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lingstingdisplay = null
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blobpwrdisplay = null
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alien_plasma_display = null
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alien_queen_finder = null
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QDEL_LIST_ASSOC_VAL(plane_masters)
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QDEL_LIST(screenoverlays)
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mymob = null
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return ..()
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/mob/proc/create_mob_hud()
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if(client && !hud_used)
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hud_used = new /datum/hud(src)
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update_sight()
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//Version denotes which style should be displayed. blank or 0 means "next version"
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/datum/hud/proc/show_hud(version = 0, mob/viewmob)
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if(!ismob(mymob))
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return FALSE
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var/mob/screenmob = viewmob || mymob
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if(!screenmob.client)
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return FALSE
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screenmob.client.screen = list()
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screenmob.client.apply_clickcatcher()
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var/display_hud_version = version
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if(!display_hud_version) //If 0 or blank, display the next hud version
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display_hud_version = hud_version + 1
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if(display_hud_version > HUD_VERSIONS) //If the requested version number is greater than the available versions, reset back to the first version
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display_hud_version = 1
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switch(display_hud_version)
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if(HUD_STYLE_STANDARD) //Default HUD
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hud_shown = TRUE //Governs behavior of other procs
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if(static_inventory.len)
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screenmob.client.screen += static_inventory
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if(toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.inventory_shown)
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screenmob.client.screen += toggleable_inventory
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if(hotkeybuttons.len && !hotkey_ui_hidden)
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screenmob.client.screen += hotkeybuttons
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if(infodisplay.len)
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screenmob.client.screen += infodisplay
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screenmob.client.screen += hide_actions_toggle
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if(action_intent)
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action_intent.screen_loc = initial(action_intent.screen_loc) //Restore intent selection to the original position
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if(HUD_STYLE_REDUCED) //Reduced HUD
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hud_shown = FALSE //Governs behavior of other procs
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if(static_inventory.len)
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screenmob.client.screen -= static_inventory
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if(toggleable_inventory.len)
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screenmob.client.screen -= toggleable_inventory
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if(hotkeybuttons.len)
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screenmob.client.screen -= hotkeybuttons
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if(infodisplay.len)
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screenmob.client.screen += infodisplay
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//These ones are a part of 'static_inventory', 'toggleable_inventory' or 'hotkeybuttons' but we want them to stay
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for(var/h in hand_slots)
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var/obj/screen/hand = hand_slots[h]
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if(hand)
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screenmob.client.screen += hand
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if(action_intent)
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screenmob.client.screen += action_intent //we want the intent switcher visible
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action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
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if(HUD_STYLE_NOHUD) //No HUD
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hud_shown = FALSE //Governs behavior of other procs
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if(static_inventory.len)
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screenmob.client.screen -= static_inventory
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if(toggleable_inventory.len)
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screenmob.client.screen -= toggleable_inventory
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if(hotkeybuttons.len)
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screenmob.client.screen -= hotkeybuttons
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if(infodisplay.len)
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screenmob.client.screen -= infodisplay
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hud_version = display_hud_version
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persistent_inventory_update(screenmob)
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screenmob.update_action_buttons(1)
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reorganize_alerts()
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screenmob.reload_fullscreen()
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update_parallax_pref(screenmob)
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// ensure observers get an accurate and up-to-date view
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if (!viewmob)
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plane_masters_update()
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for(var/M in mymob.observers)
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show_hud(hud_version, M)
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else if (viewmob.hud_used)
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viewmob.hud_used.plane_masters_update()
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return TRUE
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/datum/hud/proc/plane_masters_update()
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// Plane masters are always shown to OUR mob, never to observers
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for(var/thing in plane_masters)
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var/obj/screen/plane_master/PM = plane_masters[thing]
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PM.backdrop(mymob)
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mymob.client.screen += PM
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/datum/hud/human/show_hud(version = 0,mob/viewmob)
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. = ..()
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if(!.)
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return
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var/mob/screenmob = viewmob || mymob
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hidden_inventory_update(screenmob)
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/datum/hud/robot/show_hud(version = 0, mob/viewmob)
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. = ..()
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if(!.)
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return
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update_robot_modules_display()
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/datum/hud/proc/hidden_inventory_update()
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return
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/datum/hud/proc/persistent_inventory_update(mob/viewer)
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if(!mymob)
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return
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/datum/hud/proc/update_ui_style(new_ui_style)
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// do nothing if overridden by a subtype or already on that style
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if (initial(ui_style) || ui_style == new_ui_style)
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return
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for(var/atom/item in static_inventory + toggleable_inventory + hotkeybuttons + infodisplay + screenoverlays + inv_slots)
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if (item.icon == ui_style)
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item.icon = new_ui_style
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ui_style = new_ui_style
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build_hand_slots()
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hide_actions_toggle.InitialiseIcon(src)
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//Triggered when F12 is pressed (Unless someone changed something in the DMF)
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/mob/verb/button_pressed_F12()
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set name = "F12"
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set hidden = TRUE
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if(hud_used && client)
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hud_used.show_hud() //Shows the next hud preset
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to_chat(usr, "<span class ='info'>Switched HUD mode. Press F12 to toggle.</span>")
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else
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to_chat(usr, "<span class ='warning'>This mob type does not use a HUD.</span>")
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//(re)builds the hand ui slots, throwing away old ones
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//not really worth jugglying existing ones so we just scrap+rebuild
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//9/10 this is only called once per mob and only for 2 hands
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/datum/hud/proc/build_hand_slots()
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for(var/h in hand_slots)
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var/obj/screen/inventory/hand/H = hand_slots[h]
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if(H)
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static_inventory -= H
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hand_slots = list()
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var/obj/screen/inventory/hand/hand_box
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for(var/i in 1 to mymob.held_items.len)
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hand_box = new /obj/screen/inventory/hand()
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hand_box.name = mymob.get_held_index_name(i)
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hand_box.icon = ui_style
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hand_box.icon_state = "hand_[mymob.held_index_to_dir(i)]"
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hand_box.screen_loc = ui_hand_position(i)
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hand_box.held_index = i
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hand_slots["[i]"] = hand_box
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hand_box.hud = src
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static_inventory += hand_box
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hand_box.update_icon()
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var/i = 1
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for(var/obj/screen/swap_hand/SH in static_inventory)
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SH.screen_loc = ui_swaphand_position(mymob,!(i % 2) ? 2: 1)
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i++
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for(var/obj/screen/human/equip/E in static_inventory)
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E.screen_loc = ui_equip_position(mymob)
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if(ismob(mymob) && mymob.hud_used == src)
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show_hud(hud_version)
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/datum/hud/proc/update_locked_slots()
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return
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