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## About The Pull Request
Mouse drag & drop has been refactored into its own attack chain. The
flowchart below summarizes it

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