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* Removes Internals HUD element * Removes the proc calls that were no longer necessary Co-authored-by: 13spacemen <46101244+13spacemen@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
712 lines
26 KiB
Plaintext
712 lines
26 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/hud/screen_midnight.dmi',
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"Retro" = 'icons/hud/screen_retro.dmi',
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"Plasmafire" = 'icons/hud/screen_plasmafire.dmi',
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"Slimecore" = 'icons/hud/screen_slimecore.dmi',
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"Operative" = 'icons/hud/screen_operative.dmi',
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"Clockwork" = 'icons/hud/screen_clockwork.dmi',
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"Glass" = 'icons/hud/screen_glass.dmi'
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))
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//SKYRAT EDIT - ADDITION - ERP ICONS FIX
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GLOBAL_LIST_INIT(available_erp_ui_styles, list(
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"Midnight" = 'modular_skyrat/modules/modular_items/lewd_items/icons/obj/lewd_items/inventory_icons/midnight.dmi',
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"Retro" = 'modular_skyrat/modules/modular_items/lewd_items/icons/obj/lewd_items/inventory_icons/retro.dmi',
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"Plasmafire" = 'modular_skyrat/modules/modular_items/lewd_items/icons/obj/lewd_items/inventory_icons/plasmafire.dmi',
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"Slimecore" = 'modular_skyrat/modules/modular_items/lewd_items/icons/obj/lewd_items/inventory_icons/slimecore.dmi',
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"Operative" = 'modular_skyrat/modules/modular_items/lewd_items/icons/obj/lewd_items/inventory_icons/operative.dmi',
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"Clockwork" = 'modular_skyrat/modules/modular_items/lewd_items/icons/obj/lewd_items/inventory_icons/clockwork.dmi',
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"Glass" = 'modular_skyrat/modules/modular_items/lewd_items/icons/obj/lewd_items/inventory_icons/glass.dmi'
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))
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//SKYRAT EDIT - ADDITION - ERP ICONS FIX - END
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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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//SKYRAT EDIT - ADDITION - ERP ICONS FIX
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/proc/erp_ui_style2icon(ui_style)
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return GLOB.available_erp_ui_styles[ui_style] || GLOB.available_erp_ui_styles[GLOB.available_erp_ui_styles[1]]
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//SKYRAT EDIT - ADDITION - ERP ICONS FIX - END
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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/atom/movable/screen/ammo_counter //SKYRAT EDIT ADDITION
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var/atom/movable/screen/blobpwrdisplay
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var/atom/movable/screen/alien_plasma_display
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var/atom/movable/screen/alien_queen_finder
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var/atom/movable/screen/combo/combo_display
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var/atom/movable/screen/action_intent
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var/atom/movable/screen/zone_select
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var/atom/movable/screen/pull_icon
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var/atom/movable/screen/rest_icon
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var/atom/movable/screen/throw_icon
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var/atom/movable/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/atom/movable/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] // /atom/movable/screen/inventory objects, ordered by their slot ID.
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var/list/hand_slots // /atom/movable/screen/inventory/hand objects, assoc list of "[held_index]" = object
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var/list/atom/movable/screen/plane_master/plane_masters = list() // see "appearance_flags" in the ref, assoc list of "[plane]" = object
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///Assoc list of controller groups, associated with key string group name with value of the plane master controller ref
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var/list/atom/movable/plane_master_controller/plane_master_controllers = list()
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///UI for screentips that appear when you mouse over things
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var/atom/movable/screen/screentip/screentip_text
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/// Whether or not screentips are enabled.
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/// This is updated by the preference for cheaper reads than would be
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/// had with a proc call, especially on one of the hottest procs in the
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/// game (MouseEntered).
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var/screentips_enabled = SCREENTIP_PREFERENCE_ENABLED
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/// The color to use for the screentips.
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/// This is updated by the preference for cheaper reads than would be
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/// had with a proc call, especially on one of the hottest procs in the
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/// game (MouseEntered).
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var/screentip_color
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var/atom/movable/screen/button_palette/toggle_palette
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var/atom/movable/screen/palette_scroll/down/palette_down
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var/atom/movable/screen/palette_scroll/up/palette_up
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var/datum/action_group/palette/palette_actions
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var/datum/action_group/listed/listed_actions
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var/list/floating_actions
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var/atom/movable/screen/healths
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var/atom/movable/screen/stamina
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var/atom/movable/screen/healthdoll
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var/atom/movable/screen/spacesuit
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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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var/erp_ui_style //SKYRAT EDIT - ADDITION - ERP ICONS FIX
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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?.prefs?.read_preference(/datum/preference/choiced/ui_style))
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erp_ui_style = erp_ui_style2icon(owner.client?.prefs?.read_preference(/datum/preference/choiced/ui_style)) //SKYRAT EDIT - ADDITION - ERP ICONS FIX
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toggle_palette = new()
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toggle_palette.set_hud(src)
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palette_down = new()
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palette_down.set_hud(src)
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palette_up = new()
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palette_up.set_hud(src)
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hand_slots = list()
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for(var/mytype in subtypesof(/atom/movable/screen/plane_master)- /atom/movable/screen/plane_master/rendering_plate)
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var/atom/movable/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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var/datum/preferences/preferences = owner?.client?.prefs
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screentip_color = preferences?.read_preference(/datum/preference/color/screentip_color)
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screentips_enabled = preferences?.read_preference(/datum/preference/choiced/enable_screentips)
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screentip_text = new(null, src)
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static_inventory += screentip_text
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for(var/mytype in subtypesof(/atom/movable/plane_master_controller))
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var/atom/movable/plane_master_controller/controller_instance = new mytype(null,src)
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plane_master_controllers[controller_instance.name] = controller_instance
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owner.overlay_fullscreen("see_through_darkness", /atom/movable/screen/fullscreen/see_through_darkness)
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AddComponent(/datum/component/zparallax, owner.client)
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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(toggle_palette)
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QDEL_NULL(palette_down)
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QDEL_NULL(palette_up)
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QDEL_NULL(palette_actions)
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QDEL_NULL(listed_actions)
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QDEL_LIST(floating_actions)
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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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//SKYRAT EDIT ADDITION BEGIN - ERP_SLOT_SYSTEM
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QDEL_LIST(erp_toggleable_inventory) // Destroy ERP stuff
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//SKYRAT EDIT ADDITION END
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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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stamina = null
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healthdoll = null
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spacesuit = 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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combo_display = null
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//SKYRAT EDIT START - SKYRAT HUD
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wanted_lvl = null
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// SKYRAT EDIT END - SKYRAT HUD
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QDEL_LIST_ASSOC_VAL(plane_masters)
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QDEL_LIST_ASSOC_VAL(plane_master_controllers)
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QDEL_LIST(screenoverlays)
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mymob = null
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QDEL_NULL(screentip_text)
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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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return
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set_hud_used(new hud_type(src))
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update_sight()
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SEND_SIGNAL(src, COMSIG_MOB_HUD_CREATED)
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/mob/proc/set_hud_used(datum/hud/new_hud)
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hud_used = new_hud
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new_hud.build_action_groups()
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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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// This code is the absolute fucking worst, I want it to go die in a fire
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// Seriously, why
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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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//SKYRAT EDIT ADDITION BEGIN - ERP_SLOT_SYSTEM
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if(erp_toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.ERP_inventory_shown && screenmob.client?.prefs?.read_preference(/datum/preference/toggle/erp/sex_toy))
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screenmob.client.screen += erp_toggleable_inventory
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//SKYRAT EDIT ADDITION END
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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 += toggle_palette
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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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//SKYRAT EDIT ADDITION BEGIN - ERP_SLOT_SYSTEM
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if(erp_toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.ERP_inventory_shown && screenmob.client?.prefs?.read_preference(/datum/preference/toggle/erp/sex_toy))
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screenmob.client.screen -= erp_toggleable_inventory
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//SKYRAT EDIT ADDITION END
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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/atom/movable/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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//SKYRAT EDIT ADDITION BEGIN - ERP_SLOT_SYSTEM
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if(toggleable_inventory.len && screenmob.hud_used && screenmob.hud_used.ERP_inventory_shown && screenmob.client?.prefs?.read_preference(/datum/preference/toggle/erp/sex_toy))
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screenmob.client.screen -= erp_toggleable_inventory
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//SKYRAT EDIT ADDITION END
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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(screenmob)
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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/atom/movable/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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//SKYRAT EDIT - ADDITION - ERP ICONS FIX
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/datum/hud/proc/update_erp_ui_style(new_erp_ui_style)
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// do nothing if overridden by a subtype or already on that style
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if (initial(erp_ui_style) || erp_ui_style == new_erp_ui_style)
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return
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for(var/atom/item in erp_toggleable_inventory)
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if (item.icon == erp_ui_style)
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item.icon = new_erp_ui_style
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erp_ui_style = new_erp_ui_style
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//SKYRAT EDIT - ADDITION - ERP ICONS FIX - END
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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_info("Switched HUD mode. Press F12 to toggle."))
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else
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to_chat(usr, span_warning("This mob type does not use a HUD."))
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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/atom/movable/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/atom/movable/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 /atom/movable/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_appearance()
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var/i = 1
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for(var/atom/movable/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/atom/movable/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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/datum/hud/proc/position_action(atom/movable/screen/movable/action_button/button, position)
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// This is kinda a hack, I'm sorry.
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// Basically, FLOATING is never a valid position to pass into this proc. It exists as a generic marker for manually positioned buttons
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// Not as a position to target
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if(position == SCRN_OBJ_FLOATING)
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return
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if(button.location != SCRN_OBJ_DEFAULT)
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hide_action(button)
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switch(position)
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if(SCRN_OBJ_DEFAULT) // Reset to the default
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button.dump_save() // Nuke any existing saves
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position_action(button, button.linked_action.default_button_position)
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return
|
|
if(SCRN_OBJ_IN_LIST)
|
|
listed_actions.insert_action(button)
|
|
if(SCRN_OBJ_IN_PALETTE)
|
|
palette_actions.insert_action(button)
|
|
if(SCRN_OBJ_INSERT_FIRST)
|
|
listed_actions.insert_action(button, index = 1)
|
|
position = SCRN_OBJ_IN_LIST
|
|
else // If we don't have it as a define, this is a screen_loc, and we should be floating
|
|
floating_actions += button
|
|
button.screen_loc = position
|
|
position = SCRN_OBJ_FLOATING
|
|
|
|
button.location = position
|
|
|
|
/datum/hud/proc/position_action_relative(atom/movable/screen/movable/action_button/button, atom/movable/screen/movable/action_button/relative_to)
|
|
if(button.location != SCRN_OBJ_DEFAULT)
|
|
hide_action(button)
|
|
switch(relative_to.location)
|
|
if(SCRN_OBJ_IN_LIST)
|
|
listed_actions.insert_action(button, listed_actions.index_of(relative_to))
|
|
if(SCRN_OBJ_IN_PALETTE)
|
|
palette_actions.insert_action(button, palette_actions.index_of(relative_to))
|
|
if(SCRN_OBJ_FLOATING) // If we don't have it as a define, this is a screen_loc, and we should be floating
|
|
floating_actions += button
|
|
var/client/our_client = mymob.client
|
|
if(!our_client)
|
|
position_action(button, button.linked_action.default_button_position)
|
|
return
|
|
button.screen_loc = get_valid_screen_location(relative_to.screen_loc, world.icon_size, our_client.view_size.getView()) // Asks for a location adjacent to our button that won't overflow the map
|
|
|
|
button.location = relative_to.location
|
|
|
|
/// Removes the passed in action from its current position on the screen
|
|
/datum/hud/proc/hide_action(atom/movable/screen/movable/action_button/button)
|
|
switch(button.location)
|
|
if(SCRN_OBJ_DEFAULT) // Invalid
|
|
CRASH("We just tried to hide an action buttion that somehow has the default position as its location, you done fucked up")
|
|
if(SCRN_OBJ_FLOATING)
|
|
floating_actions -= button
|
|
if(SCRN_OBJ_IN_LIST)
|
|
listed_actions.remove_action(button)
|
|
if(SCRN_OBJ_IN_PALETTE)
|
|
palette_actions.remove_action(button)
|
|
button.screen_loc = null
|
|
|
|
/// Generates visual landings for all groups that the button is not a memeber of
|
|
/datum/hud/proc/generate_landings(atom/movable/screen/movable/action_button/button)
|
|
listed_actions.generate_landing()
|
|
palette_actions.generate_landing()
|
|
|
|
/// Clears all currently visible landings
|
|
/datum/hud/proc/hide_landings()
|
|
listed_actions.clear_landing()
|
|
palette_actions.clear_landing()
|
|
|
|
// Updates any existing "owned" visuals, ensures they continue to be visible
|
|
/datum/hud/proc/update_our_owner()
|
|
toggle_palette.refresh_owner()
|
|
palette_down.refresh_owner()
|
|
palette_up.refresh_owner()
|
|
listed_actions.update_landing()
|
|
palette_actions.update_landing()
|
|
|
|
/// Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not
|
|
/datum/hud/proc/view_audit_buttons()
|
|
var/our_view = mymob?.client?.view
|
|
if(!our_view)
|
|
return
|
|
listed_actions.check_against_view()
|
|
palette_actions.check_against_view()
|
|
for(var/atom/movable/screen/movable/action_button/floating_button as anything in floating_actions)
|
|
var/list/current_offsets = screen_loc_to_offset(floating_button.screen_loc)
|
|
// We set the view arg here, so the output will be properly hemm'd in by our new view
|
|
floating_button.screen_loc = offset_to_screen_loc(current_offsets[1], current_offsets[2], view = our_view)
|
|
|
|
/// Generates and fills new action groups with our mob's current actions
|
|
/datum/hud/proc/build_action_groups()
|
|
listed_actions = new(src)
|
|
palette_actions = new(src)
|
|
floating_actions = list()
|
|
for(var/datum/action/action as anything in mymob.actions)
|
|
var/atom/movable/screen/movable/action_button/button = action.viewers[src]
|
|
if(!button)
|
|
action.ShowTo(mymob)
|
|
else
|
|
position_action(button, button.location)
|
|
|
|
/datum/action_group
|
|
/// The hud we're owned by
|
|
var/datum/hud/owner
|
|
/// The actions we're managing
|
|
var/list/atom/movable/screen/movable/action_button/actions
|
|
/// The initial vertical offset of our action buttons
|
|
var/north_offset = 0
|
|
/// The pixel vertical offset of our action buttons
|
|
var/pixel_north_offset = 0
|
|
/// Max amount of buttons we can have per row
|
|
/// Indexes at 1
|
|
var/column_max = 0
|
|
/// How far "ahead" of the first row we start. Lets us "scroll" our rows
|
|
/// Indexes at 1
|
|
var/row_offset = 0
|
|
/// How many rows of actions we can have at max before we just stop hiding
|
|
/// Indexes at 1
|
|
var/max_rows = INFINITY
|
|
/// The screen location we go by
|
|
var/location
|
|
/// Our landing screen object
|
|
var/atom/movable/screen/action_landing/landing
|
|
|
|
/datum/action_group/New(datum/hud/owner)
|
|
..()
|
|
actions = list()
|
|
src.owner = owner
|
|
|
|
/datum/action_group/Destroy()
|
|
owner = null
|
|
QDEL_NULL(landing)
|
|
QDEL_LIST(actions)
|
|
return ..()
|
|
|
|
/datum/action_group/proc/insert_action(atom/movable/screen/action, index)
|
|
if(action in actions)
|
|
if(actions[index] == action)
|
|
return
|
|
actions -= action // Don't dupe, come on
|
|
if(!index)
|
|
index = length(actions) + 1
|
|
index = min(length(actions) + 1, index)
|
|
actions.Insert(index, action)
|
|
refresh_actions()
|
|
|
|
/datum/action_group/proc/remove_action(atom/movable/screen/action)
|
|
actions -= action
|
|
refresh_actions()
|
|
|
|
/datum/action_group/proc/refresh_actions()
|
|
|
|
// We don't use size() here because landings are not canon
|
|
var/total_rows = ROUND_UP(length(actions) / column_max)
|
|
total_rows -= max_rows // Lets get the amount of rows we're off from our max
|
|
row_offset = clamp(row_offset, 0, total_rows) // You're not allowed to offset so far that we have a row of blank space
|
|
|
|
var/button_number = 0
|
|
for(var/atom/movable/screen/button as anything in actions)
|
|
var/postion = ButtonNumberToScreenCoords(button_number )
|
|
button.screen_loc = postion
|
|
button_number++
|
|
|
|
if(landing)
|
|
var/postion = ButtonNumberToScreenCoords(button_number, landing = TRUE) // Need a good way to count buttons off screen, but allow this to display in the right place if it's being placed with no concern for dropdown
|
|
landing.screen_loc = postion
|
|
button_number++
|
|
|
|
/// Accepts a number represeting our position in the group, indexes at 0 to make the math nicer
|
|
/datum/action_group/proc/ButtonNumberToScreenCoords(number, landing = FALSE)
|
|
var/row = round(number / column_max)
|
|
row -= row_offset // If you're less then 0, you don't get to render, this lets us "scroll" rows ya feel?
|
|
if(row < 0)
|
|
return null
|
|
|
|
// Could use >= here, but I think it's worth noting that the two start at different places, since row is based on number here
|
|
if(row > max_rows - 1)
|
|
if(!landing) // If you're not a landing, go away please. thx
|
|
return null
|
|
// We always want to render landings, even if their action button can't be displayed.
|
|
// So we set a row equal to the max amount of rows + 1. Willing to overrun that max slightly to properly display the landing spot
|
|
row = max_rows // Remembering that max_rows indexes at 1, and row indexes at 0
|
|
|
|
// We're going to need to set our column to match the first item in the last row, so let's set number properly now
|
|
number = row * column_max
|
|
|
|
var/visual_row = row + north_offset
|
|
var/coord_row = visual_row ? "-[visual_row]" : "+0"
|
|
|
|
var/visual_column = number % column_max
|
|
var/coord_col = "+[visual_column]"
|
|
var/coord_col_offset = 4 + 2 * (visual_column + 1)
|
|
return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:-[pixel_north_offset]"
|
|
|
|
/datum/action_group/proc/check_against_view()
|
|
var/owner_view = owner?.mymob?.client?.view
|
|
if(!owner_view)
|
|
return
|
|
// Unlikey as it is, we may have been changed. Want to start from our target position and fail down
|
|
column_max = initial(column_max)
|
|
// Convert our viewer's view var into a workable offset
|
|
var/list/view_size = view_to_pixels(owner_view)
|
|
|
|
// We're primarially concerned about width here, if someone makes us 1x2000 I wish them a swift and watery death
|
|
var/furthest_screen_loc = ButtonNumberToScreenCoords(column_max - 1)
|
|
var/list/offsets = screen_loc_to_offset(furthest_screen_loc, owner_view)
|
|
if(offsets[1] > world.icon_size && offsets[1] < view_size[1] && offsets[2] > world.icon_size && offsets[2] < view_size[2]) // We're all good
|
|
return
|
|
|
|
for(column_max in column_max - 1 to 1 step -1) // Yes I could do this by unwrapping ButtonNumberToScreenCoords, but I don't feel like it
|
|
var/tested_screen_loc = ButtonNumberToScreenCoords(column_max)
|
|
offsets = screen_loc_to_offset(tested_screen_loc, owner_view)
|
|
// We've found a valid max length, pack it in
|
|
if(offsets[1] > world.icon_size && offsets[1] < view_size[1] && offsets[2] > world.icon_size && offsets[2] < view_size[2])
|
|
break
|
|
// Use our newly resized column max
|
|
refresh_actions()
|
|
|
|
/// Returns the amount of objects we're storing at the moment
|
|
/datum/action_group/proc/size()
|
|
var/amount = length(actions)
|
|
if(landing)
|
|
amount += 1
|
|
return amount
|
|
|
|
/datum/action_group/proc/index_of(atom/movable/screen/get_location)
|
|
return actions.Find(get_location)
|
|
|
|
/// Generates a landing object that can be dropped on to join this group
|
|
/datum/action_group/proc/generate_landing()
|
|
if(landing)
|
|
return
|
|
landing = new()
|
|
landing.set_owner(src)
|
|
refresh_actions()
|
|
|
|
/// Clears any landing objects we may currently have
|
|
/datum/action_group/proc/clear_landing()
|
|
QDEL_NULL(landing)
|
|
|
|
/datum/action_group/proc/update_landing()
|
|
if(!landing)
|
|
return
|
|
landing.refresh_owner()
|
|
|
|
/datum/action_group/proc/scroll(amount)
|
|
row_offset += amount
|
|
refresh_actions()
|
|
|
|
/datum/action_group/palette
|
|
north_offset = 2
|
|
column_max = 3
|
|
max_rows = 3
|
|
location = SCRN_OBJ_IN_PALETTE
|
|
|
|
/datum/action_group/palette/insert_action(atom/movable/screen/action, index)
|
|
. = ..()
|
|
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
|
|
palette.play_item_added()
|
|
|
|
/datum/action_group/palette/remove_action(atom/movable/screen/action)
|
|
. = ..()
|
|
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
|
|
palette.play_item_removed()
|
|
if(!length(actions))
|
|
palette.set_expanded(FALSE)
|
|
|
|
/datum/action_group/palette/refresh_actions()
|
|
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
|
|
var/atom/movable/screen/palette_scroll/scroll_down = owner.palette_down
|
|
var/atom/movable/screen/palette_scroll/scroll_up = owner.palette_up
|
|
|
|
var/actions_above = round((owner.listed_actions.size() - 1) / owner.listed_actions.column_max)
|
|
north_offset = initial(north_offset) + actions_above
|
|
|
|
palette.screen_loc = ui_action_palette_offset(actions_above)
|
|
var/action_count = length(owner?.mymob?.actions)
|
|
var/our_row_count = round((length(actions) - 1) / column_max)
|
|
if(!action_count)
|
|
palette.screen_loc = null
|
|
|
|
if(palette.expanded && action_count && our_row_count >= max_rows)
|
|
scroll_down.screen_loc = ui_palette_scroll_offset(actions_above)
|
|
scroll_up.screen_loc = ui_palette_scroll_offset(actions_above)
|
|
else
|
|
scroll_down.screen_loc = null
|
|
scroll_up.screen_loc = null
|
|
|
|
return ..()
|
|
|
|
/datum/action_group/palette/ButtonNumberToScreenCoords(number, landing)
|
|
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
|
|
if(palette.expanded)
|
|
return ..()
|
|
|
|
if(!landing)
|
|
return null
|
|
|
|
// We only render the landing in this case, so we force it to be the second item displayed (Second rather then first since it looks nicer)
|
|
// Remember the number var indexes at 0
|
|
return ..(1 + (row_offset * column_max), landing)
|
|
|
|
|
|
/datum/action_group/listed
|
|
pixel_north_offset = 6
|
|
column_max = 10
|
|
location = SCRN_OBJ_IN_LIST
|
|
|
|
/datum/action_group/listed/refresh_actions()
|
|
. = ..()
|
|
owner.palette_actions.refresh_actions() // We effect them, so we gotta refresh em
|