Files
Bubberstation/code/modules/admin/outfit_editor.dm
Watermelon914 375a20e49b Refactors most spans into span procs (#59645)
Converts most spans into span procs. Mostly used regex for this and sorted out any compile time errors afterwards so there could be some bugs.
Was initially going to do defines, but ninja said to make it into a proc, and if there's any overhead, they can easily be changed to defines.

Makes it easier to control the formatting and prevents typos when creating spans as it'll runtime if you misspell instead of silently failing.
Reduces the code you need to write when writing spans, as you don't need to close the span as that's automatically handled by the proc.

(Note from Lemon: This should be converted to defines once we update the minimum version to 514. Didn't do it now because byond pain and such)
2021-06-14 13:03:53 -07:00

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/client/proc/open_outfit_editor(datum/outfit/target)
var/datum/outfit_editor/ui = new(usr, target)
ui.ui_interact(usr)
#define OUTFIT_EDITOR_NAME "Outfit-O-Tron 9000"
/datum/outfit_editor
var/client/owner
var/dummy_key
var/datum/outfit/drip
/datum/outfit_editor/New(user, datum/outfit/target)
owner = CLIENT_FROM_VAR(user)
if(ispath(target))
drip = new /datum/outfit
drip.copy_from(new target)
else if(istype(target))
drip = target
else
drip = new /datum/outfit
drip.name = "New Outfit"
/datum/outfit_editor/ui_state(mob/user)
return GLOB.admin_state
/datum/outfit_editor/ui_status(mob/user, datum/ui_state/state)
if(QDELETED(drip))
return UI_CLOSE
return ..()
/datum/outfit_editor/ui_close(mob/user)
clear_human_dummy(dummy_key)
qdel(src)
/datum/outfit_editor/proc/init_dummy()
dummy_key = "outfit_editor_[owner]"
generate_dummy_lookalike(dummy_key, owner.mob)
unset_busy_human_dummy(dummy_key)
/datum/outfit_editor/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "OutfitEditor", OUTFIT_EDITOR_NAME)
ui.open()
ui.set_autoupdate(FALSE)
/datum/outfit_editor/proc/entry(data)
if(ispath(data, /obj/item))
var/obj/item/item = data
return list(
"path" = item,
"name" = initial(item.name),
"desc" = initial(item.desc),
// at this point initializing the item is probably faster tbh
"sprite" = icon2base64(icon(initial(item.icon), initial(item.icon_state))),
)
return data
/datum/outfit_editor/proc/serialize_outfit()
var/list/outfit_slots = drip.get_json_data()
. = list()
for(var/key in outfit_slots)
var/val = outfit_slots[key]
. += list("[key]" = entry(val))
/datum/outfit_editor/ui_data(mob/user)
var/list/data = list()
data["outfit"] = serialize_outfit()
data["saveable"] = !GLOB.custom_outfits.Find(drip)
if(!dummy_key)
init_dummy()
var/icon/dummysprite = get_flat_human_icon(null,
dummy_key = dummy_key,
showDirs = list(SOUTH),
outfit_override = drip)
data["dummy64"] = icon2base64(dummysprite)
return data
/datum/outfit_editor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
if(..())
return
. = TRUE
var/slot = params["slot"]
switch(action)
if("click")
choose_item(slot)
if("ctrlClick")
choose_any_item(slot)
if("clear")
if(drip.vars.Find(slot))
drip.vars[slot] = null
if("rename")
var/newname = stripped_input(owner, "What do you want to name this outfit?", OUTFIT_EDITOR_NAME)
if(newname)
drip.name = newname
if("save")
GLOB.custom_outfits |= drip
SStgui.update_user_uis(owner.mob)
if("delete")
GLOB.custom_outfits -= drip
SStgui.update_user_uis(owner.mob)
if("vv")
owner.debug_variables(drip)
/datum/outfit_editor/proc/set_item(slot, obj/item/choice)
if(!choice)
return
if(!ispath(choice))
tgui_alert(owner, "Invalid item", OUTFIT_EDITOR_NAME, list("oh no"))
return
if(initial(choice.icon_state) == null) //hacky check copied from experimentor code
var/msg = "Warning: This item's icon_state is null, indicating it is very probably not actually a usable item."
if(tgui_alert(owner, msg, OUTFIT_EDITOR_NAME, list("Use it anyway", "Cancel")) != "Use it anyway")
return
if(drip.vars.Find(slot))
drip.vars[slot] = choice
/datum/outfit_editor/proc/choose_any_item(slot)
var/obj/item/choice = pick_closest_path(FALSE)
if(!choice)
return
set_item(slot, choice)
//this proc will try to give a good selection of items that the user can choose from
//it does *not* give a selection of all items that can fit in a slot because lag;
//most notably the hand and pocket slots because they accept pretty much anything
//also stuff that fits in the belt and back slots are scattered pretty much all over the place
/datum/outfit_editor/proc/choose_item(slot)
var/list/options = list()
switch(slot)
if("head")
options = typesof(/obj/item/clothing/head)
if("glasses")
options = typesof(/obj/item/clothing/glasses)
if("ears")
options = typesof(/obj/item/radio/headset)
if("neck")
options = typesof(/obj/item/clothing/neck)
if("mask")
options = typesof(/obj/item/clothing/mask)
if("uniform")
options = typesof(/obj/item/clothing/under)
if("suit")
options = typesof(/obj/item/clothing/suit)
if("gloves")
options = typesof(/obj/item/clothing/gloves)
if("suit_store")
var/obj/item/clothing/suit/suit = drip.suit
if(suit)
suit = new suit //initial() doesn't like lists
options = suit.allowed
if(!options.len) //nothing will happen, but don't let the user think it's broken
to_chat(owner, span_warning("No options available for the current suit."))
if("belt")
options = typesof(/obj/item/storage/belt)
if("id")
options = typesof(/obj/item/card/id)
if("l_hand")
choose_any_item(slot)
if("back")
options = typesof(/obj/item/storage/backpack)
if("r_hand")
choose_any_item(slot)
if("l_pocket")
choose_any_item(slot)
if("shoes")
options = typesof(/obj/item/clothing/shoes)
if("r_pocket")
choose_any_item(slot)
if(length(options))
set_item(slot, tgui_input_list(owner, "Choose an item", OUTFIT_EDITOR_NAME, options))
#undef OUTFIT_EDITOR_NAME