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## About The Pull Request Title ## Why It's Good For The Game This stuff stopped being useful the moment the fishing minigame was refactored into game screen icons. Years ago. ## Changelog N/A
46 lines
1.5 KiB
Plaintext
46 lines
1.5 KiB
Plaintext
// Set a client's focus to an object and override these procs on that object to let it handle keypresses
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/datum/proc/key_down(key, client/user, full_key) // Called when a key is pressed down initially
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SHOULD_CALL_PARENT(TRUE)
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return
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/datum/proc/key_up(key, client/user) // Called when a key is released
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return
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/datum/proc/keyLoop(client/user) // Called once every frame
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set waitfor = FALSE
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return
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// removes all the existing macros
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/client/proc/erase_all_macros()
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var/erase_output = ""
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var/list/macro_set = params2list(winget(src, "default.*", "command")) // The third arg doesnt matter here as we're just removing them all
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for(var/k in 1 to length(macro_set))
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var/list/split_name = splittext(macro_set[k], ".")
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var/macro_name = "[split_name[1]].[split_name[2]]" // [3] is "command"
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erase_output = "[erase_output];[macro_name].parent=null"
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winset(src, null, erase_output)
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/client/proc/set_macros()
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set waitfor = FALSE
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//Reset the buffer
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reset_held_keys()
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erase_all_macros()
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var/list/macro_set = SSinput.macro_set
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for(var/k in 1 to length(macro_set))
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var/key = macro_set[k]
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var/command = macro_set[key]
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winset(src, "default-[REF(key)]", "parent=default;name=[key];command=[command]")
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update_special_keybinds()
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/// Manually clears any held keys, in case due to lag or other undefined behavior a key gets stuck.
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/client/proc/reset_held_keys()
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for(var/key in keys_held)
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keyUp(key)
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//In case one got stuck and the previous loop didn't clean it, somehow.
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for(var/key in key_combos_held)
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keyUp(key_combos_held[key])
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