Files
Bubberstation/code/_onclick/hud/movable_screen_objects.dm
SyncIt21 b6369a47b4 Mouse drag & drop refactored attack chain (#83690)
## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

![Flowchart](https://github.com/tgstation/tgstation/assets/110812394/d92047ff-d94c-44a6-9e87-354c3d525021)

Brief summary of each proc is as follows

**1. `atom/MouseDrop()`**
- It is now non overridable. No subtype should ever touch this proc
because it performs 2 basic checks
  
a) Measures the time between mouse down & mouse release. If its less
than `LENIENCY_TIME`(0.1 seconds) then the operation is not considered a
drag but a simple click

b) Measures the distance squared between the drag start & end point. If
its less than `LENIENCY_DISTANCE`(16 pixels screen space) then the drag
is considered too small and is discarded

- These 2 sanity checks for drag & drop are applied across all
operations without fail
  
**2. `atom/base_mouse_drop_handler()`**
- This is where atoms handle mouse drag & drop inside the world. Ideally
it is non overridable in most cases because it also performs 2 checks
- Is the dragged object & the drop target adjacent to the player?.
Screen elements always return true for this case
  
- Additional checks can be enforced by `can_perform_action()` done only
on the dragged object. It uses the combined flags of
`interaction_flags_mouse_drop` for both the dragged object & drop target
to determine if the operation is feasible.
     
We do this only on the dragged object because if both the dragged object
& drop target are adjacent to the player then `can_perform_action()`
will return the same results when done on either object so it makes no
difference.

Checks can be bypassed via the `IGNORE_MOUSE_DROP_CHECKS` which is used
by huds & screen elements or in case you want to implement your own
unique checks

**3. `atom/mouse_drop_dragged()`**
- Called on the object that is being dragged, drop target passed here as
well, subtypes do their stuff here
- `COMSIG_MOUSEDROP_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

**4. `atom/mouse_drop_receive()`**
- Called on the drop target that is receiving the dragged object,
subtypes do their stuff here
- `COMSIG_MOUSEDROPPED_ONTO` is sent afterwards. It does not require
subtypes to call their parent proc

## Why It's Good For The Game
Implements basic sanity checks across all drag & drop operations. Allows
us to reduce code like this


8c8311e624/code/game/machinery/dna_scanner.dm (L144-L145)

Into this

```
if(!iscarbon(target))
	return
```

I'm tired of seeing this code pattern `!Adjacent(user) ||
!user.Adjacent(target)` copy pasted all over the place. Let's just write
that at the atom level & be done with it

## Changelog
🆑
refactor: Mouse drag & drop attack chain has been refactored. Report any
bugs on GitHub
fix: You cannot close the cryo tube on yourself with Alt click like
before
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Bloop <13398309+vinylspiders@users.noreply.github.com>
2024-06-13 13:28:41 -07:00

74 lines
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//////////////////////////
//Movable Screen Objects//
// By RemieRichards //
//////////////////////////
//Movable Screen Object
//Not tied to the grid, places it's center where the cursor is
/atom/movable/screen/movable
mouse_drag_pointer = 'icons/effects/mouse_pointers/screen_drag.dmi'
var/snap2grid = FALSE
var/x_off = -16
var/y_off = -16
//Snap Screen Object
//Tied to the grid, snaps to the nearest turf
/atom/movable/screen/movable/snap
snap2grid = TRUE
/atom/movable/screen/movable/mouse_drop_dragged(atom/over, mob/user, src_location, over_location, params)
var/position = mouse_params_to_position(params)
if(!position)
return
screen_loc = position
/// Takes mouse parmas as input, returns a string representing the appropriate mouse position
/atom/movable/screen/movable/proc/mouse_params_to_position(params)
var/list/modifiers = params2list(params)
//No screen-loc information? abort.
if(!LAZYACCESS(modifiers, SCREEN_LOC))
return
var/client/our_client = usr.client
var/list/offset = screen_loc_to_offset(LAZYACCESS(modifiers, SCREEN_LOC))
if(snap2grid) //Discard Pixel Values
offset[1] = FLOOR(offset[1], world.icon_size) // drops any pixel offset
offset[2] = FLOOR(offset[2], world.icon_size) // drops any pixel offset
else //Normalise Pixel Values (So the object drops at the center of the mouse, not 16 pixels off)
offset[1] += x_off
offset[2] += y_off
return offset_to_screen_loc(offset[1], offset[2], our_client?.view)
ADMIN_VERB(test_movable_UI, R_DEBUG, "Spawn Movable UI Object", "Spawn a movable UI object for testing.", ADMIN_CATEGORY_DEBUG)
var/atom/movable/screen/movable/M = new
M.name = "Movable UI Object"
M.icon_state = "block"
M.maptext = MAPTEXT("Movable")
M.maptext_width = 64
var/screen_l = input(user, "Where on the screen? (Formatted as 'X,Y' e.g: '1,1' for bottom left)","Spawn Movable UI Object") as text|null
if(!screen_l)
return
M.screen_loc = screen_l
user.screen += M
ADMIN_VERB(test_snap_ui, R_DEBUG, "Spawn Snap UI Object", "Spawn a snap UI object for testing.", ADMIN_CATEGORY_DEBUG)
var/atom/movable/screen/movable/snap/S = new
S.name = "Snap UI Object"
S.icon_state = "block"
S.maptext = MAPTEXT("Snap")
S.maptext_width = 64
var/screen_l = input(user,"Where on the screen? (Formatted as 'X,Y' e.g: '1,1' for bottom left)","Spawn Snap UI Object") as text|null
if(!screen_l)
return
S.screen_loc = screen_l
user.screen += S