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## About The Pull Request Title. If compiled on 515 the game screen will be black ## Why It's Good For The Game There is no reason for it to exist if connecting from 515 is not allowed
80 lines
3.3 KiB
Plaintext
80 lines
3.3 KiB
Plaintext
/// Shows a header name on top when you investigate an appearance/image
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/image/vv_get_header()
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. = list()
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var/icon_name = "<b>[icon || "null"]</b><br/>"
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. += replacetext(icon_name, "icons/obj", "") // shortens the name. We know the path already.
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if(icon)
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. += icon_state ? "\"[icon_state]\"" : "(icon_state = null)"
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/// Makes nice short vv names for images
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/image/debug_variable_value(name, level, datum/owner, sanitize, display_flags)
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var/display_name = "[type]"
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if("[src]" != "[type]") // If we have a name var, let's use it.
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display_name = "[src] [type]"
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var/display_value
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var/list/icon_file_name = splittext("[icon]", "/")
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if(length(icon_file_name))
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display_value = icon_file_name[length(icon_file_name)]
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else
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display_value = "null"
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if(icon_state)
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display_value = "[display_value]:[icon_state]"
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var/display_ref = get_vv_link_ref()
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return "<a href='byond://?_src_=vars;[HrefToken()];Vars=[display_ref]'>[display_name] (<span class='value'>[display_value]</span>) [display_ref]</a>"
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/// Returns the ref string to use when displaying this image in the vv menu of something else
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/image/proc/get_vv_link_ref()
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return REF(src)
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// It is endlessly annoying to display /appearance directly for stupid byond reasons, so we copy everything we care about into a holder datum
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// That we can override procs on and store other vars on and such.
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/mutable_appearance/appearance_mirror
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// So people can see where it came from
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var/appearance_ref
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// arg is actually an appearance, typed as mutable_appearance as closest mirror
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/mutable_appearance/appearance_mirror/New(mutable_appearance/appearance_father)
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. = ..() // /mutable_appearance/New() copies over all the appearance vars MAs care about by default
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appearance_ref = REF(appearance_father)
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// This means if the appearance loses refs before a click it's gone, but that's consistent to other datums so it's fine
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// Need to ref the APPEARANCE because we just free on our own, which sorta fucks this operation up you know?
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/mutable_appearance/appearance_mirror/get_vv_link_ref()
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return appearance_ref
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/mutable_appearance/appearance_mirror/can_vv_get(var_name)
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var/static/datum/beloved = new()
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if(beloved.vars.Find(var_name)) // If datums have it, get out
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return FALSE
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// If it is one of the two args on /image, yeet (I am sorry)
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if(var_name == NAMEOF(src, realized_overlays))
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return FALSE
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if(var_name == NAMEOF(src, realized_underlays))
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return FALSE
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// Could make an argument for this but I think they will just confuse people, so yeeet
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if(var_name == NAMEOF(src, vis_contents))
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return FALSE
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return ..()
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/mutable_appearance/appearance_mirror/vv_get_var(var_name)
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// No editing for you
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var/value = vars[var_name]
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return "<li style='backgroundColor:white'>(READ ONLY) [var_name] = [_debug_variable_value(var_name, value, 0, src, sanitize = TRUE, display_flags = NONE)]</li>"
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/mutable_appearance/appearance_mirror/vv_get_dropdown()
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SHOULD_CALL_PARENT(FALSE)
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. = list()
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VV_DROPDOWN_OPTION("", "---")
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VV_DROPDOWN_OPTION(VV_HK_CALLPROC, "Call Proc")
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VV_DROPDOWN_OPTION(VV_HK_MARK, "Mark Object")
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VV_DROPDOWN_OPTION(VV_HK_TAG, "Tag Datum")
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VV_DROPDOWN_OPTION(VV_HK_DELETE, "Delete")
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VV_DROPDOWN_OPTION(VV_HK_EXPOSE, "Show VV To Player")
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/proc/get_vv_appearance(mutable_appearance/appearance) // actually appearance yadeeyada
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return new /mutable_appearance/appearance_mirror(appearance)
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