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* Action button refactor/rework: Enhanced Dragging * PHEW Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
92 lines
3.8 KiB
Plaintext
92 lines
3.8 KiB
Plaintext
/// Takes a screen loc string in the format
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/// "+-left-offset:+-pixel,+-bottom-offset:+-pixel"
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/// Where the :pixel is optional, and returns
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/// A list in the format (x_offset, y_offset)
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/// We require context to get info out of screen locs that contain relative info, so NORTH, SOUTH, etc
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/proc/screen_loc_to_offset(screen_loc, view)
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if(!screen_loc)
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return list(64, 64)
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var/list/view_size = view_to_pixels(view)
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var/x = 0
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var/y = 0
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// Time to parse for directional relative offsets
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if(findtext(screen_loc, "EAST")) // If you're starting from the east, we start from the east too
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x += view_size[1]
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if(findtext(screen_loc, "WEST")) // HHHHHHHHHHHHHHHHHHHHHH WEST is technically a 1 tile offset from the start. Shoot me please
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x += world.icon_size
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if(findtext(screen_loc, "NORTH"))
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y += view_size[2]
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if(findtext(screen_loc, "SOUTH"))
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y += world.icon_size
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// Cut out everything we just parsed
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screen_loc = cut_relative_direction(screen_loc)
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var/list/x_and_y = splittext(screen_loc, ",")
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var/list/x_pack = splittext(x_and_y[1], ":")
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var/list/y_pack = splittext(x_and_y[2], ":")
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x += text2num(x_pack[1]) * world.icon_size
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y += text2num(y_pack[1]) * world.icon_size
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if(length(x_pack) > 1)
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x += text2num(x_pack[2])
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if(length(y_pack) > 1)
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y += text2num(y_pack[2])
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return list(x, y)
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/// Takes a list in the form (x_offset, y_offset)
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/// And converts it to a screen loc string
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/// Accepts an optional view string/size to force the screen_loc around, so it can't go out of scope
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/proc/offset_to_screen_loc(x_offset, y_offset, view = null)
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if(view)
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var/list/view_bounds = view_to_pixels(view)
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x_offset = clamp(x_offset, world.icon_size, view_bounds[1])
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y_offset = clamp(y_offset, world.icon_size, view_bounds[2])
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// Round with no argument is floor, so we get the non pixel offset here
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var/x = round(x_offset / world.icon_size)
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var/pixel_x = x_offset % world.icon_size
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var/y = round(y_offset / world.icon_size)
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var/pixel_y = y_offset % world.icon_size
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var/list/generated_loc = list()
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generated_loc += "[x]"
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if(pixel_x)
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generated_loc += ":[pixel_x]"
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generated_loc += ",[y]"
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if(pixel_y)
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generated_loc += ":[pixel_y]"
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return jointext(generated_loc, "")
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/**
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* Returns a valid location to place a screen object without overflowing the viewport
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*
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* * target: The target location as a purely number based screen_loc string "+-left-offset:+-pixel,+-bottom-offset:+-pixel"
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* * target_offset: The amount we want to offset the target location by. We explictly don't care about direction here, we will try all 4
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* * view: The view variable of the client we're doing this for. We use this to get the size of the screen
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*
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* Returns a screen loc representing the valid location
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**/
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/proc/get_valid_screen_location(target_loc, target_offset, view)
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var/list/offsets = screen_loc_to_offset(target_loc)
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var/base_x = offsets[1]
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var/base_y = offsets[2]
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var/list/view_size = view_to_pixels(view)
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// Bias to the right, down, left, and then finally up
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if(base_x + target_offset < view_size[1])
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return offset_to_screen_loc(base_x + target_offset, base_y, view)
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if(base_y - target_offset > world.icon_size)
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return offset_to_screen_loc(base_x, base_y - target_offset, view)
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if(base_x - target_offset > world.icon_size)
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return offset_to_screen_loc(base_x - target_offset, base_y, view)
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if(base_y + target_offset < view_size[2])
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return offset_to_screen_loc(base_x, base_y + target_offset, view)
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stack_trace("You passed in a scren location {[target_loc]} and offset {[target_offset]} that can't be fit in the viewport Width {[view_size[1]]}, Height {[view_size[2]]}. what did you do lad")
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return null // The fuck did you do lad
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/// Takes a screen_loc string and cut out any directions like NORTH or SOUTH
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/proc/cut_relative_direction(fragment)
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var/static/regex/regex = regex(@"([A-Z])\w+", "g")
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return regex.Replace(fragment, "")
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