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Bubberstation/code/__DEFINES/text.dm
san7890 c403a6eccc Wraps lowertext() to ensure proper stringification. (#82442)
## About The Pull Request

Fixes #82440

This PR just creates a new macro, `LOWER_TEXT()` (yes the irony is not
lost on me) to wrap around all calls of `lowertext()` and ensure that
whatever we input into that proc will be stringified using the `"[]"`
(or `tostring()` for the nerds) operator. very simple.

I also added a linter to enforce this (and prevent all forms of
regression) because I think that machines should do the menial work and
we shouldn't expect maintainers to remember this, let me know if you
disagree. if there is a time when it should be opted out for some
reason, the linter does respect it if you wrap your input with the
`UNLINT()` function.
2024-04-10 12:19:43 -07:00

115 lines
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/// Does 4 spaces. Used as a makeshift tabulator.
#define FOURSPACES "    "
/// Standard maptext
/// Prepares a text to be used for maptext. Use this so it doesn't look hideous.
#define MAPTEXT(text) {"<span class='maptext'>[##text]</span>"}
/**
* Pixel-perfect scaled fonts for use in the MAP element as defined in skin.dmf
*
* Four sizes to choose from, use the sizes as mentioned below.
* Between the variations and a step there should be an option that fits your use case.
* BYOND uses pt sizing, different than px used in TGUI. Using px will make it look blurry due to poor antialiasing.
*
* Default sizes are prefilled in the macro for ease of use and a consistent visual look.
* To use a step other than the default in the macro, specify it in a span style.
* For example: MAPTEXT_PIXELLARI("<span style='font-size: 24pt'>Some large maptext here</span>")
*/
/// Large size (ie: context tooltips) - Size options: 12pt 24pt.
#define MAPTEXT_PIXELLARI(text) {"<span style='font-family: \"Pixellari\"; font-size: 12pt; -dm-text-outline: 1px black'>[##text]</span>"}
/// Standard size (ie: normal runechat) - Size options: 6pt 12pt 18pt.
#define MAPTEXT_GRAND9K(text) {"<span style='font-family: \"Grand9K Pixel\"; font-size: 6pt; -dm-text-outline: 1px black'>[##text]</span>"}
/// Small size. (ie: context subtooltips, spell delays) - Size options: 12pt 24pt.
#define MAPTEXT_TINY_UNICODE(text) {"<span style='font-family: \"TinyUnicode\"; font-size: 12pt; line-height: 0.75; -dm-text-outline: 1px black'>[##text]</span>"}
/// Smallest size. (ie: whisper runechat) - Size options: 6pt 12pt 18pt.
#define MAPTEXT_SPESSFONT(text) {"<span style='font-family: \"Spess Font\"; font-size: 6pt; line-height: 1.4; -dm-text-outline: 1px black'>[##text]</span>"}
/**
* Prepares a text to be used for maptext, using a variable size font.
*
* More flexible but doesn't scale pixel perfect to BYOND icon resolutions.
* (May be blurry.) Can use any size in pt or px.
*
* You MUST Specify the size when using the macro
* For example: MAPTEXT_VCR_OSD_MONO("<span style='font-size: 24pt'>Some large maptext here</span>")
*/
/// Prepares a text to be used for maptext, using a variable size font.
/// Variable size font. More flexible but doesn't scale pixel perfect to BYOND icon resolutions. (May be blurry.) Can use any size in pt or px.
#define MAPTEXT_VCR_OSD_MONO(text) {"<span style='font-family: \"VCR OSD Mono\"'>[##text]</span>"}
/// Macro from Lummox used to get height from a MeasureText proc.
/// resolves the MeasureText() return value once, then resolves the height, then sets return_var to that.
#define WXH_TO_HEIGHT(measurement, return_var) \
do { \
var/_measurement = measurement; \
return_var = text2num(copytext(_measurement, findtextEx(_measurement, "x") + 1)); \
} while(FALSE);
/// Removes characters incompatible with file names.
#define SANITIZE_FILENAME(text) (GLOB.filename_forbidden_chars.Replace(text, ""))
/// Simply removes the < and > characters, and limits the length of the message.
#define STRIP_HTML_SIMPLE(text, limit) (GLOB.angular_brackets.Replace(copytext(text, 1, limit), ""))
/// Removes everything enclose in < and > inclusive of the bracket, and limits the length of the message.
#define STRIP_HTML_FULL(text, limit) (GLOB.html_tags.Replace(copytext(text, 1, limit), ""))
/**
* stuff like `copytext(input, length(input))` will trim the last character of the input,
* because DM does it so it copies until the char BEFORE the `end` arg, so we need to bump `end` by 1 in these cases.
*/
#define PREVENT_CHARACTER_TRIM_LOSS(integer) (integer + 1)
/// BYOND's string procs don't support being used on datum references (as in it doesn't look for a name for stringification)
/// We just use this macro to ensure that we will only pass strings to this BYOND-level function without developers needing to really worry about it.
#define LOWER_TEXT(thing) lowertext(UNLINT("[thing]"))
/// Folder directory for strings
#define STRING_DIRECTORY "strings"
// JSON text files found in the tgstation/strings folder
/// File location for brain damage traumas
#define BRAIN_DAMAGE_FILE "traumas.json"
/// File location for AI ion laws
#define ION_FILE "ion_laws.json"
/// File location for pirate names
#define PIRATE_NAMES_FILE "pirates.json"
/// File location for redpill questions
#define REDPILL_FILE "redpill.json"
/// File location for arcade names
#define ARCADE_FILE "arcade.json"
/// File location for boomer meme catchphrases
#define BOOMER_FILE "boomer.json"
/// File location for locations on the station
#define LOCATIONS_FILE "locations.json"
/// File location for wanted posters messages
#define WANTED_FILE "wanted_message.json"
/// File location for really dumb suggestions memes
#define VISTA_FILE "steve.json"
/// File location for flesh wound descriptions
#define FLESH_SCAR_FILE "wounds/flesh_scar_desc.json"
/// File location for bone wound descriptions
#define BONE_SCAR_FILE "wounds/bone_scar_desc.json"
/// File location for scar wound descriptions
#define SCAR_LOC_FILE "wounds/scar_loc.json"
/// File location for exodrone descriptions
#define EXODRONE_FILE "exodrone.json"
/// File location for clown honk descriptions
#define CLOWN_NONSENSE_FILE "clown_nonsense.json"
/// File location for cult shuttle curse descriptions
#define CULT_SHUTTLE_CURSE "cult_shuttle_curse.json"
/// File location for eigenstasium lines
#define EIGENSTASIUM_FILE "eigenstasium.json"
/// File location for hallucination lines
#define HALLUCINATION_FILE "hallucination.json"
/// File location for ninja lines
#define NINJA_FILE "ninja.json"
/// File loation for title splashes
#define SPLASH_FILE "splashes.json"
///File location for mother hallucination lines
#define MOTHER_FILE "mother.json"