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About The Pull Request Rewrites the entire preferences menu in tgui. Rewrites the entire backend to be built upon datumized preferences, rather than constant additions to the preferences base datum. Splits game preferences into its own window. Antagonists are now split into their individual rulesets. You can now be a roundstart heretic without signing up for latejoin heretic, as an example. This iteration matches parity, and provides very little new functionality, but adding anything new will be much easier. Fixes #60823 Fixes #28907 Fixes #44887 Fixes #59912 Fixes #58458 Fixes #59181 Major TODOs Quirk icons, from @Fikou (with some slight adjustments from me) Lore text, from @EOBGames (4/6, need moths and then ethereal lore from @AMonkeyThatCodes) Heavy documentation on how one would add new preferences, species, jobs, etc A lot of specialized testing so that people's real data don't get corrupted Changelog cl Mothblocks, Floyd on lots of the design refactor: The preferences menu has been completely rewritten in tgui. refactor: The "Stop Sounds" verb has been moved to OOC. /cl
321 lines
8.4 KiB
Plaintext
321 lines
8.4 KiB
Plaintext
/*!
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* Copyright (c) 2020 Aleksej Komarov
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* SPDX-License-Identifier: MIT
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*/
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/**
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* tgui datum (represents a UI).
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*/
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/datum/tgui
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/// The mob who opened/is using the UI.
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var/mob/user
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/// The object which owns the UI.
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var/datum/src_object
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/// The title of te UI.
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var/title
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/// The window_id for browse() and onclose().
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var/datum/tgui_window/window
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/// Key that is used for remembering the window geometry.
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var/window_key
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/// Deprecated: Window size.
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var/window_size
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/// The interface (template) to be used for this UI.
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var/interface
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/// Update the UI every MC tick.
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var/autoupdate = TRUE
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/// If the UI has been initialized yet.
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var/initialized = FALSE
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/// Time of opening the window.
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var/opened_at
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/// Stops further updates when close() was called.
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var/closing = FALSE
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/// The status/visibility of the UI.
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var/status = UI_INTERACTIVE
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/// Topic state used to determine status/interactability.
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var/datum/ui_state/state = null
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/**
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* public
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*
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* Create a new UI.
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*
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* required user mob The mob who opened/is using the UI.
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* required src_object datum The object or datum which owns the UI.
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* required interface string The interface used to render the UI.
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* optional title string The title of the UI.
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* optional ui_x int Deprecated: Window width.
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* optional ui_y int Deprecated: Window height.
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*
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* return datum/tgui The requested UI.
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*/
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/datum/tgui/New(mob/user, datum/src_object, interface, title, ui_x, ui_y)
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log_tgui(user,
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"new [interface] fancy [user?.client?.prefs.read_preference(/datum/preference/toggle/tgui_fancy)]",
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src_object = src_object)
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src.user = user
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src.src_object = src_object
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src.window_key = "[REF(src_object)]-main"
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src.interface = interface
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if(title)
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src.title = title
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src.state = src_object.ui_state(user)
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// Deprecated
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if(ui_x && ui_y)
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src.window_size = list(ui_x, ui_y)
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/datum/tgui/Destroy()
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user = null
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src_object = null
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return ..()
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/**
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* public
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*
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* Open this UI (and initialize it with data).
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*
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* return bool - TRUE if a new pooled window is opened, FALSE in all other situations including if a new pooled window didn't open because one already exists.
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*/
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/datum/tgui/proc/open()
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if(!user.client)
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return FALSE
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if(window)
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return FALSE
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process_status()
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if(status < UI_UPDATE)
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return FALSE
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window = SStgui.request_pooled_window(user)
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if(!window)
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return FALSE
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opened_at = world.time
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window.acquire_lock(src)
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if(!window.is_ready())
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window.initialize(
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fancy = user.client.prefs.read_preference(/datum/preference/toggle/tgui_fancy),
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inline_assets = list(
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get_asset_datum(/datum/asset/simple/tgui),
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))
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else
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window.send_message("ping")
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var/flush_queue = window.send_asset(get_asset_datum(
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/datum/asset/simple/namespaced/fontawesome))
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flush_queue |= window.send_asset(get_asset_datum(
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/datum/asset/simple/namespaced/tgfont))
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for(var/datum/asset/asset in src_object.ui_assets(user))
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flush_queue |= window.send_asset(asset)
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if (flush_queue)
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user.client.browse_queue_flush()
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window.send_message("update", get_payload(
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with_data = TRUE,
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with_static_data = TRUE))
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SStgui.on_open(src)
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return TRUE
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/**
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* public
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*
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* Close the UI.
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*
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* optional can_be_suspended bool
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*/
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/datum/tgui/proc/close(can_be_suspended = TRUE)
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if(closing)
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return
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closing = TRUE
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// If we don't have window_id, open proc did not have the opportunity
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// to finish, therefore it's safe to skip this whole block.
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if(window)
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// Windows you want to keep are usually blue screens of death
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// and we want to keep them around, to allow user to read
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// the error message properly.
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window.release_lock()
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window.close(can_be_suspended)
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src_object.ui_close(user)
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SStgui.on_close(src)
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state = null
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qdel(src)
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/**
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* public
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*
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* Enable/disable auto-updating of the UI.
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*
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* required value bool Enable/disable auto-updating.
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*/
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/datum/tgui/proc/set_autoupdate(autoupdate)
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src.autoupdate = autoupdate
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/**
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* public
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*
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* Replace current ui.state with a new one.
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*
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* required state datum/ui_state/state Next state
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*/
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/datum/tgui/proc/set_state(datum/ui_state/state)
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src.state = state
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/**
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* public
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*
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* Makes an asset available to use in tgui.
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*
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* required asset datum/asset
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*
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* return bool - true if an asset was actually sent
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*/
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/datum/tgui/proc/send_asset(datum/asset/asset)
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if(!window)
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CRASH("send_asset() was called either without calling open() first or when open() did not return TRUE.")
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return window.send_asset(asset)
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/**
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* public
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*
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* Send a full update to the client (includes static data).
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*
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* optional custom_data list Custom data to send instead of ui_data.
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* optional force bool Send an update even if UI is not interactive.
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*/
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/datum/tgui/proc/send_full_update(custom_data, force)
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if(!user.client || !initialized || closing)
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return
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var/should_update_data = force || status >= UI_UPDATE
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window.send_message("update", get_payload(
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custom_data,
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with_data = should_update_data,
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with_static_data = TRUE))
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/**
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* public
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*
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* Send a partial update to the client (excludes static data).
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*
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* optional custom_data list Custom data to send instead of ui_data.
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* optional force bool Send an update even if UI is not interactive.
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*/
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/datum/tgui/proc/send_update(custom_data, force)
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if(!user.client || !initialized || closing)
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return
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var/should_update_data = force || status >= UI_UPDATE
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window.send_message("update", get_payload(
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custom_data,
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with_data = should_update_data))
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/**
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* private
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*
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* Package the data to send to the UI, as JSON.
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*
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* return list
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*/
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/datum/tgui/proc/get_payload(custom_data, with_data, with_static_data)
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var/list/json_data = list()
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json_data["config"] = list(
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"title" = title,
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"status" = status,
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"interface" = interface,
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"window" = list(
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"key" = window_key,
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"size" = window_size,
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"fancy" = user.client.prefs.read_preference(/datum/preference/toggle/tgui_fancy),
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"locked" = user.client.prefs.read_preference(/datum/preference/toggle/tgui_lock),
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),
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"client" = list(
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"ckey" = user.client.ckey,
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"address" = user.client.address,
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"computer_id" = user.client.computer_id,
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),
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"user" = list(
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"name" = "[user]",
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"observer" = isobserver(user),
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),
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)
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var/data = custom_data || with_data && src_object.ui_data(user)
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if(data)
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json_data["data"] = data
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var/static_data = with_static_data && src_object.ui_static_data(user)
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if(static_data)
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json_data["static_data"] = static_data
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if(src_object.tgui_shared_states)
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json_data["shared"] = src_object.tgui_shared_states
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return json_data
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/**
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* private
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*
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* Run an update cycle for this UI. Called internally by SStgui
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* every second or so.
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*/
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/datum/tgui/process(delta_time, force = FALSE)
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if(closing)
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return
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var/datum/host = src_object.ui_host(user)
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// If the object or user died (or something else), abort.
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if(!src_object || !host || !user || !window)
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close(can_be_suspended = FALSE)
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return
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// Validate ping
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if(!initialized && world.time - opened_at > TGUI_PING_TIMEOUT)
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log_tgui(user, "Error: Zombie window detected, closing.",
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window = window,
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src_object = src_object)
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close(can_be_suspended = FALSE)
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return
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// Update through a normal call to ui_interact
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if(status != UI_DISABLED && (autoupdate || force))
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src_object.ui_interact(user, src)
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return
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// Update status only
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var/needs_update = process_status()
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if(status <= UI_CLOSE)
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close()
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return
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if(needs_update)
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window.send_message("update", get_payload())
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/**
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* private
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*
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* Updates the status, and returns TRUE if status has changed.
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*/
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/datum/tgui/proc/process_status()
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var/prev_status = status
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status = src_object.ui_status(user, state)
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return prev_status != status
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/**
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* private
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*
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* Callback for handling incoming tgui messages.
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*/
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/datum/tgui/proc/on_message(type, list/payload, list/href_list)
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// Pass act type messages to ui_act
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if(type && copytext(type, 1, 5) == "act/")
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var/act_type = copytext(type, 5)
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log_tgui(user, "Action: [act_type] [href_list["payload"]]",
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window = window,
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src_object = src_object)
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process_status()
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if(src_object.ui_act(act_type, payload, src, state))
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SStgui.update_uis(src_object)
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return FALSE
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switch(type)
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if("ready")
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initialized = TRUE
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if("pingReply")
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initialized = TRUE
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if("suspend")
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close(can_be_suspended = TRUE)
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if("close")
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close(can_be_suspended = FALSE)
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if("log")
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if(href_list["fatal"])
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close(can_be_suspended = FALSE)
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if("setSharedState")
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if(status != UI_INTERACTIVE)
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return
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LAZYINITLIST(src_object.tgui_shared_states)
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src_object.tgui_shared_states[href_list["key"]] = href_list["value"]
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SStgui.update_uis(src_object)
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