Files
Bubberstation/code/modules/escape_menu/screen_objects/leave_body_text.dm
John Willard 4d86398985 new escape menu UI (Again) (#91424)
## About The Pull Request

Currently in the escape menu we have
``/atom/movable/screen/escape_menu/home_button`` (not to be confused
with ``/atom/movable/screen/escape_menu/lobby_button`` which is an
entirely separate thing) which itself contains a
``/atom/movable/screen/escape_menu/home_button_text`` that holds the
maptext displayed to players.

This is a little confusing and convoluted for nothing, so let's simplify
it a bit
``/atom/movable/screen/escape_menu/text`` for text
``/atom/movable/screen/escape_menu/text/clickable`` for clickable text
``/atom/movable/screen/escape_menu/lobby_button`` for buttons

This also fixes issues with maptext height/width, which was causing me
issues when I was adding a player list button (not in this PR). This
hopes to make adding things to the escape menu easier in the future.

Slightly different offsets for UI buttons now, too


![image](https://github.com/user-attachments/assets/9e47aa92-3ab2-4b1a-a3a5-17e75441dd04)

## Why It's Good For The Game

Easier to understand code for escape menu, making it easier to
contribute to, and helps mitigate future issues with maptext.

## Changelog

🆑
code: The escape menu has a slightly different UI, again.
/🆑
2025-06-08 16:19:52 +00:00

23 lines
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Plaintext

/atom/movable/screen/escape_menu/text/clickable/leave_body/Initialize(
mapload,
datum/hud/hud_owner,
datum/escape_menu/escape_menu,
button_text,
list/offset,
font_size = 24,
on_click_callback,
)
. = ..()
RegisterSignal(escape_menu.client, COMSIG_CLIENT_MOB_LOGIN, PROC_REF(on_client_mob_login))
/atom/movable/screen/escape_menu/text/clickable/leave_body/enabled()
if (!..())
return FALSE
return isliving(escape_menu.client?.mob)
/atom/movable/screen/escape_menu/text/clickable/leave_body/proc/on_client_mob_login()
SIGNAL_HANDLER
update_text()