Files
Bubberstation/code/modules/buildmode/buildmode.dm
SkyratBot 91837e26b4 [MIRROR] Progress bars & cleaning particles will centre on the tile occupied by large icon objects [MDB IGNORE] (#23394)
* Progress bars & cleaning particles will centre on the tile occupied by large icon objects (#77940)

## About The Pull Request

Do_after bars always draw based on the top-left corner of the targetted
atom, for atoms with sprites that are larger than 32x32 this gives them
a weird offset instead of being centred, which bugs me.
I have tried my best to figure out a way to reverse this which does not
interfere with atoms which use pixel_x/pixel_y to visually appear to be
on a different tile.

## Why It's Good For The Game

Before:

![image](https://github.com/tgstation/tgstation/assets/7483112/a1127695-58fa-40fc-aa0a-6bc8a0589e74)
he hates how you missed him completely 😦

After:

![image](https://github.com/tgstation/tgstation/assets/7483112/deb4fbb8-e286-46b4-84a7-82b65b4f1eee)
now you're cleaning his feet 🙂

## Changelog

🆑
image: progress bars and cleaning particles are now centered on the tile
occupied by the target, if it is a big sprite
/🆑

* Progress bars & cleaning particles will centre on the tile occupied by large icon objects

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
2023-08-28 23:40:16 -04:00

198 lines
5.6 KiB
Plaintext

#define BM_SWITCHSTATE_NONE 0
#define BM_SWITCHSTATE_MODE 1
#define BM_SWITCHSTATE_DIR 2
/datum/buildmode
var/build_dir = SOUTH
var/datum/buildmode_mode/mode
var/client/holder
// login callback
var/li_cb
// SECTION UI
var/list/buttons
// Switching management
var/switch_state = BM_SWITCHSTATE_NONE
var/switch_width = 4
// modeswitch UI
var/atom/movable/screen/buildmode/mode/modebutton
var/list/modeswitch_buttons = list()
// dirswitch UI
var/atom/movable/screen/buildmode/bdir/dirbutton
var/list/dirswitch_buttons = list()
/// item preview for selected item
var/atom/movable/screen/buildmode/preview_item/preview
/datum/buildmode/New(client/c)
mode = new /datum/buildmode_mode/basic(src)
holder = c
buttons = list()
li_cb = CALLBACK(src, PROC_REF(post_login))
holder.player_details.post_login_callbacks += li_cb
holder.show_popup_menus = FALSE
create_buttons()
holder.screen += buttons
holder.click_intercept = src
mode.enter_mode(src)
/datum/buildmode/proc/quit()
mode.exit_mode(src)
holder.screen -= buttons
holder.click_intercept = null
holder.show_popup_menus = TRUE
qdel(src)
/datum/buildmode/Destroy()
close_switchstates()
close_preview()
holder.player_details.post_login_callbacks -= li_cb
li_cb = null
holder = null
QDEL_NULL(mode)
QDEL_LIST(buttons)
QDEL_LIST(modeswitch_buttons)
QDEL_LIST(dirswitch_buttons)
return ..()
/datum/buildmode/proc/post_login()
// since these will get wiped upon login
holder.screen += buttons
// re-open the according switch mode
switch(switch_state)
if(BM_SWITCHSTATE_MODE)
open_modeswitch()
if(BM_SWITCHSTATE_DIR)
open_dirswitch()
/datum/buildmode/proc/create_buttons()
// keep a reference so we can update it upon mode switch
modebutton = new /atom/movable/screen/buildmode/mode(src)
buttons += modebutton
buttons += new /atom/movable/screen/buildmode/help(src)
// keep a reference so we can update it upon dir switch
dirbutton = new /atom/movable/screen/buildmode/bdir(src)
buttons += dirbutton
buttons += new /atom/movable/screen/buildmode/quit(src)
// build the lists of switching buttons
build_options_grid(subtypesof(/datum/buildmode_mode), modeswitch_buttons, /atom/movable/screen/buildmode/modeswitch)
build_options_grid(GLOB.alldirs, dirswitch_buttons, /atom/movable/screen/buildmode/dirswitch)
// this creates a nice offset grid for choosing between buildmode options,
// because going "click click click ah hell" sucks.
/datum/buildmode/proc/build_options_grid(list/elements, list/buttonslist, buttontype)
var/pos_idx = 0
for(var/thing in elements)
var/x = pos_idx % switch_width
var/y = FLOOR(pos_idx / switch_width, 1)
var/atom/movable/screen/buildmode/B = new buttontype(src, thing)
// extra .5 for a nice offset look
B.screen_loc = "NORTH-[(1 + 0.5 + y*1.5)],WEST+[0.5 + x*1.5]"
buttonslist += B
pos_idx++
/datum/buildmode/proc/close_switchstates()
switch(switch_state)
if(BM_SWITCHSTATE_MODE)
close_modeswitch()
if(BM_SWITCHSTATE_DIR)
close_dirswitch()
/datum/buildmode/proc/toggle_modeswitch()
if(switch_state == BM_SWITCHSTATE_MODE)
close_modeswitch()
else
close_switchstates()
open_modeswitch()
/datum/buildmode/proc/open_modeswitch()
switch_state = BM_SWITCHSTATE_MODE
holder.screen += modeswitch_buttons
/datum/buildmode/proc/close_modeswitch()
switch_state = BM_SWITCHSTATE_NONE
holder.screen -= modeswitch_buttons
/datum/buildmode/proc/toggle_dirswitch()
if(switch_state == BM_SWITCHSTATE_DIR)
close_dirswitch()
else
close_switchstates()
open_dirswitch()
/datum/buildmode/proc/open_dirswitch()
switch_state = BM_SWITCHSTATE_DIR
holder.screen += dirswitch_buttons
/datum/buildmode/proc/close_dirswitch()
switch_state = BM_SWITCHSTATE_NONE
holder.screen -= dirswitch_buttons
/datum/buildmode/proc/preview_selected_item(atom/typepath)
close_preview()
preview = new /atom/movable/screen/buildmode/preview_item(src)
preview.name = initial(typepath.name)
// Scale the preview if it's bigger than one tile
var/mutable_appearance/preview_overlay = new(typepath)
var/list/icon_dimensions = get_icon_dimensions(initial(typepath.icon))
var/width = icon_dimensions["width"]
var/height = icon_dimensions["height"]
var/scale = 1
if(width > world.icon_size || height > world.icon_size)
if(width >= height)
scale = world.icon_size / width
else
scale = world.icon_size / height
preview_overlay.transform = preview_overlay.transform.Scale(scale)
preview_overlay.appearance_flags |= TILE_BOUND
preview_overlay.layer = FLOAT_LAYER
preview_overlay.plane = FLOAT_PLANE
preview.add_overlay(preview_overlay)
holder.screen += preview
/datum/buildmode/proc/close_preview()
if(isnull(preview))
return
holder.screen -= preview
QDEL_NULL(preview)
/datum/buildmode/proc/change_mode(newmode)
mode.exit_mode(src)
QDEL_NULL(mode)
close_switchstates()
close_preview()
mode = new newmode(src)
mode.enter_mode(src)
modebutton.update_appearance()
/datum/buildmode/proc/change_dir(newdir)
build_dir = newdir
close_dirswitch()
dirbutton.update_appearance()
return 1
/datum/buildmode/proc/InterceptClickOn(mob/user, params, atom/object)
mode.handle_click(user.client, params, object)
return TRUE // no doing underlying actions
/proc/togglebuildmode(mob/M as mob in GLOB.player_list)
set name = "Toggle Build Mode"
set category = "Event"
if(M.client)
if(istype(M.client.click_intercept,/datum/buildmode))
var/datum/buildmode/B = M.client.click_intercept
B.quit()
log_admin("[key_name(M)] has left build mode.")
else
new /datum/buildmode(M.client)
message_admins("[key_name_admin(M)] has entered build mode.")
log_admin("[key_name(M)] has entered build mode.")
#undef BM_SWITCHSTATE_NONE
#undef BM_SWITCHSTATE_MODE
#undef BM_SWITCHSTATE_DIR