Files
CHOMPStation2/code/_onclick/hud/hud.dm
CHOMPStation2StaffMirrorBot 039ee85382 [MIRROR] Convert preferences to /tg/ preferences (#9797)
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-01-09 02:08:43 +01:00

583 lines
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#define MAX_AMMO_HUD_POSSIBLE 4 // Cap the amount of HUDs at 4.
/*
The global hud:
Uses the same visual objects for all players.
*/
var/datum/global_hud/global_hud = new()
var/list/global_huds = list(
global_hud.druggy,
global_hud.blurry,
global_hud.whitense,
global_hud.vimpaired,
global_hud.darkMask,
global_hud.centermarker,
global_hud.nvg,
global_hud.thermal,
global_hud.meson,
global_hud.science,
global_hud.material,
global_hud.holomap
)
/datum/hud/var/obj/screen/grab_intent
/datum/hud/var/obj/screen/hurt_intent
/datum/hud/var/obj/screen/disarm_intent
/datum/hud/var/obj/screen/help_intent
/datum/global_hud
var/obj/screen/druggy
var/obj/screen/blurry
var/obj/screen/whitense
var/list/vimpaired
var/list/darkMask
var/obj/screen/centermarker
var/obj/screen/darksight
var/obj/screen/nvg
var/obj/screen/thermal
var/obj/screen/meson
var/obj/screen/science
var/obj/screen/material
var/obj/screen/holomap
/datum/global_hud/proc/setup_overlay(var/icon_state)
var/obj/screen/screen = new /obj/screen()
screen.alpha = 30 // Adjut this if you want goggle overlays to be thinner or thicker. //VOREStation Edit
screen.screen_loc = "SOUTHWEST to NORTHEAST" // Will tile up to the whole screen, scaling beyond 15x15 if needed.
screen.icon = 'icons/obj/hud_tiled_vr.dmi' //VOREStation Edit
screen.icon_state = icon_state
screen.layer = SCREEN_LAYER
screen.plane = PLANE_FULLSCREEN
screen.mouse_opacity = 0
return screen
/obj/screen/global_screen
screen_loc = ui_entire_screen
plane = PLANE_FULLSCREEN
mouse_opacity = 0
/datum/global_hud/New()
//420erryday psychedellic colours screen overlay for when you are high
druggy = new /obj/screen/global_screen()
druggy.icon_state = "druggy"
//that white blurry effect you get when you eyes are damaged
blurry = new /obj/screen/global_screen()
blurry.icon_state = "blurry"
//static overlay effect for cameras and the like
whitense = new /obj/screen/global_screen()
whitense.icon = 'icons/effects/static.dmi'
whitense.icon_state = "1 light"
//darksight 'hanger' for attached icons
darksight = new /obj/screen()
darksight.icon = null
darksight.screen_loc = "1,1"
darksight.plane = PLANE_LIGHTING
//Marks the center of the screen, for things like ventcrawl
centermarker = new /obj/screen()
centermarker.icon = 'icons/mob/screen1.dmi'
centermarker.icon_state = "centermarker"
centermarker.screen_loc = "CENTER,CENTER"
//Marks the center of the screen, for things like ventcrawl
centermarker = new /obj/screen()
centermarker.icon = 'icons/mob/screen1.dmi'
centermarker.icon_state = "centermarker"
centermarker.screen_loc = "CENTER,CENTER"
nvg = setup_overlay("nvg_hud")
thermal = setup_overlay("thermal_hud")
meson = setup_overlay("meson_hud")
science = setup_overlay("science_hud")
material = setup_overlay("material_hud")
holomap = new /obj/screen()
holomap.name = "holomap"
holomap.icon = null
holomap.screen_loc = ui_holomap
holomap.mouse_opacity = 0
var/obj/screen/O
var/i
//that nasty looking dither you get when you're short-sighted
vimpaired = newlist(/obj/screen,/obj/screen,/obj/screen,/obj/screen)
O = vimpaired[1]
O.screen_loc = "1,1 to 5,15"
O.plane = PLANE_FULLSCREEN
O = vimpaired[2]
O.screen_loc = "5,1 to 10,5"
O.plane = PLANE_FULLSCREEN
O = vimpaired[3]
O.screen_loc = "6,11 to 10,15"
O.plane = PLANE_FULLSCREEN
O = vimpaired[4]
O.screen_loc = "11,1 to 15,15"
O.plane = PLANE_FULLSCREEN
//welding mask overlay black/dither
darkMask = newlist(/obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen, /obj/screen)
O = darkMask[1]
O.screen_loc = "WEST+2,SOUTH+2 to WEST+4,NORTH-2"
O = darkMask[2]
O.screen_loc = "WEST+4,SOUTH+2 to EAST-5,SOUTH+4"
O = darkMask[3]
O.screen_loc = "WEST+5,NORTH-4 to EAST-5,NORTH-2"
O = darkMask[4]
O.screen_loc = "EAST-4,SOUTH+2 to EAST-2,NORTH-2"
O = darkMask[5]
O.screen_loc = "WEST,SOUTH to EAST,SOUTH+1"
O = darkMask[6]
O.screen_loc = "WEST,SOUTH+2 to WEST+1,NORTH"
O = darkMask[7]
O.screen_loc = "EAST-1,SOUTH+2 to EAST,NORTH"
O = darkMask[8]
O.screen_loc = "WEST+2,NORTH-1 to EAST-2,NORTH"
for(i = 1, i <= 4, i++)
O = vimpaired[i]
O.icon_state = "dither50"
O.plane = PLANE_FULLSCREEN
O.mouse_opacity = 0
O = darkMask[i]
O.icon_state = "dither50"
O.plane = PLANE_FULLSCREEN
O.mouse_opacity = 0
for(i = 5, i <= 8, i++)
O = darkMask[i]
O.icon_state = "black"
O.plane = PLANE_FULLSCREEN
O.mouse_opacity = 2
/*
The hud datum
Used to show and hide huds for all the different mob types,
including inventories and item quick actions.
*/
/datum/hud
var/mob/mymob
var/hud_shown = 1 //Used for the HUD toggle (F12)
var/inventory_shown = 1 //the inventory
var/show_intent_icons = 0
var/hotkey_ui_hidden = 0 //This is to hide the buttons that can be used via hotkeys. (hotkeybuttons list of buttons)
var/obj/screen/lingchemdisplay
var/obj/screen/wiz_instability_display
var/obj/screen/wiz_energy_display
var/obj/screen/blobpwrdisplay
var/obj/screen/blobhealthdisplay
var/obj/screen/r_hand_hud_object
var/obj/screen/l_hand_hud_object
var/obj/screen/action_intent
var/obj/screen/move_intent
var/obj/screen/control_vtec
var/list/adding
/// Misc hud elements that are hidden when the hud is minimized
var/list/other
/// Same, but always shown even when the hud is minimized
var/list/other_important
var/list/miniobjs
var/list/obj/screen/hotkeybuttons
var/obj/screen/button_palette/toggle_palette
var/obj/screen/palette_scroll/down/palette_down
var/obj/screen/palette_scroll/up/palette_up
var/datum/action_group/palette/palette_actions
var/datum/action_group/listed/listed_actions
var/list/floating_actions
var/list/slot_info
var/icon/ui_style
var/ui_color
var/ui_alpha
// TGMC Ammo HUD Port
var/list/obj/screen/ammo_hud_list = list()
var/list/minihuds = list()
/datum/hud/New(mob/owner)
mymob = owner
instantiate()
..()
/datum/hud/Destroy()
if(mymob.hud_used == src)
mymob.hud_used = null
QDEL_NULL_LIST(minihuds)
// Actions
QDEL_NULL(toggle_palette)
QDEL_NULL(palette_down)
QDEL_NULL(palette_up)
QDEL_NULL(palette_actions)
QDEL_NULL(listed_actions)
QDEL_LIST(floating_actions)
grab_intent = null
hurt_intent = null
disarm_intent = null
help_intent = null
lingchemdisplay = null
wiz_instability_display = null
wiz_energy_display = null
blobpwrdisplay = null
blobhealthdisplay = null
r_hand_hud_object = null
l_hand_hud_object = null
action_intent = null
move_intent = null
control_vtec = null
adding = null
other = null
other_important = null
hotkeybuttons = null
// item_action_list = null // ?
for (var/x in ammo_hud_list)
remove_ammo_hud(mymob, x)
ammo_hud_list = null
mymob = null
return ..()
/datum/hud/proc/hidden_inventory_update()
if(!mymob) return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
for(var/gear_slot in H.species.hud.gear)
var/list/hud_data = H.species.hud.gear[gear_slot]
if(inventory_shown && hud_shown)
switch(hud_data["slot"])
if(slot_head)
if(H.head) H.head.screen_loc = hud_data["loc"]
if(slot_shoes)
if(H.shoes) H.shoes.screen_loc = hud_data["loc"]
if(slot_l_ear)
if(H.l_ear) H.l_ear.screen_loc = hud_data["loc"]
if(slot_r_ear)
if(H.r_ear) H.r_ear.screen_loc = hud_data["loc"]
if(slot_gloves)
if(H.gloves) H.gloves.screen_loc = hud_data["loc"]
if(slot_glasses)
if(H.glasses) H.glasses.screen_loc = hud_data["loc"]
if(slot_w_uniform)
if(H.w_uniform) H.w_uniform.screen_loc = hud_data["loc"]
if(slot_wear_suit)
if(H.wear_suit) H.wear_suit.screen_loc = hud_data["loc"]
if(slot_wear_mask)
if(H.wear_mask) H.wear_mask.screen_loc = hud_data["loc"]
else
switch(hud_data["slot"])
if(slot_head)
if(H.head) H.head.screen_loc = null
if(slot_shoes)
if(H.shoes) H.shoes.screen_loc = null
if(slot_l_ear)
if(H.l_ear) H.l_ear.screen_loc = null
if(slot_r_ear)
if(H.r_ear) H.r_ear.screen_loc = null
if(slot_gloves)
if(H.gloves) H.gloves.screen_loc = null
if(slot_glasses)
if(H.glasses) H.glasses.screen_loc = null
if(slot_w_uniform)
if(H.w_uniform) H.w_uniform.screen_loc = null
if(slot_wear_suit)
if(H.wear_suit) H.wear_suit.screen_loc = null
if(slot_wear_mask)
if(H.wear_mask) H.wear_mask.screen_loc = null
/datum/hud/proc/persistant_inventory_update()
if(!mymob)
return
if(ishuman(mymob))
var/mob/living/carbon/human/H = mymob
for(var/gear_slot in H.species.hud.gear)
var/list/hud_data = H.species.hud.gear[gear_slot]
if(hud_shown)
switch(hud_data["slot"])
if(slot_s_store)
if(H.s_store) H.s_store.screen_loc = hud_data["loc"]
if(slot_wear_id)
if(H.wear_id) H.wear_id.screen_loc = hud_data["loc"]
if(slot_belt)
if(H.belt) H.belt.screen_loc = hud_data["loc"]
if(slot_back)
if(H.back) H.back.screen_loc = hud_data["loc"]
if(slot_l_store)
if(H.l_store) H.l_store.screen_loc = hud_data["loc"]
if(slot_r_store)
if(H.r_store) H.r_store.screen_loc = hud_data["loc"]
else
switch(hud_data["slot"])
if(slot_s_store)
if(H.s_store) H.s_store.screen_loc = null
if(slot_wear_id)
if(H.wear_id) H.wear_id.screen_loc = null
if(slot_belt)
if(H.belt) H.belt.screen_loc = null
if(slot_back)
if(H.back) H.back.screen_loc = null
if(slot_l_store)
if(H.l_store) H.l_store.screen_loc = null
if(slot_r_store)
if(H.r_store) H.r_store.screen_loc = null
/datum/hud/proc/instantiate()
if(!ismob(mymob))
return 0
mymob.create_mob_hud(src)
// Past this point, mymob.hud_used is set
toggle_palette = new()
toggle_palette.set_hud(src)
palette_down = new()
palette_down.set_hud(src)
palette_up = new()
palette_up.set_hud(src)
persistant_inventory_update()
mymob.reload_fullscreen() // Reload any fullscreen overlays this mob has.
mymob.update_action_buttons(TRUE)
reorganize_alerts()
/mob/proc/create_mob_hud(datum/hud/HUD, apply_to_client = TRUE)
if(!client)
return 0
HUD.ui_style = ui_style2icon(read_preference(/datum/preference/choiced/ui_style))
HUD.ui_color = read_preference(/datum/preference/color/ui_style_color)
HUD.ui_alpha = read_preference(/datum/preference/numeric/ui_style_alpha)
set_hud_used(HUD)
/mob/proc/set_hud_used(datum/hud/new_hud)
hud_used = new_hud
new_hud.build_action_groups()
/mob/proc/update_ui_style(UI_style_new, UI_style_alpha_new, UI_style_color_new)
if(!hud_used)
return
if(!UI_style_alpha_new)
UI_style_alpha_new = hud_used.ui_alpha
hud_used.ui_alpha = UI_style_alpha_new
if(!UI_style_color_new)
UI_style_color_new = hud_used.ui_color
hud_used.ui_color = UI_style_color_new
var/list/icons = hud_used.adding + hud_used.other + hud_used.hotkeybuttons
icons.Add(zone_sel)
icons.Add(gun_setting_icon)
icons.Add(item_use_icon)
icons.Add(gun_move_icon)
icons.Add(radio_use_icon)
var/icon/ic
if(UI_style_new)
if(isrobot(src))
ic = all_ui_styles_robot[UI_style_new]
else
ic = all_ui_styles[UI_style_new]
hud_used.ui_style = ic
else
ic = hud_used.ui_style
for(var/obj/screen/I in icons)
if(I.name in list(I_HELP, I_HURT, I_DISARM, I_GRAB))
continue
I.icon = ic
I.color = UI_style_color_new
I.alpha = UI_style_alpha_new
/datum/hud/proc/apply_minihud(var/datum/mini_hud/MH)
if(MH in minihuds)
return
minihuds += MH
if(mymob.client)
mymob.client.screen -= miniobjs
miniobjs += MH.get_screen_objs()
if(mymob.client)
mymob.client.screen += miniobjs
/datum/hud/proc/remove_minihud(var/datum/mini_hud/MH)
if(!(MH in minihuds))
return
minihuds -= MH
if(mymob.client)
mymob.client.screen -= miniobjs
miniobjs -= MH.get_screen_objs()
if(mymob.client)
mymob.client.screen += miniobjs
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12(var/full = 0 as null)
set name = "F12"
set hidden = 1
if(!hud_used)
to_chat(src, span_warning("This mob type does not use a HUD."))
return FALSE
if(!client)
return FALSE
if(client.view != world.view)
return FALSE
toggle_hud_vis(full)
/mob/proc/toggle_hud_vis(full)
if(!client)
return FALSE
if(hud_used.hud_shown)
hud_used.hud_shown = 0
if(hud_used.adding)
client.screen -= hud_used.adding
if(hud_used.other)
client.screen -= hud_used.other
if(hud_used.hotkeybuttons)
client.screen -= hud_used.hotkeybuttons
if(hud_used.other_important)
client.screen -= hud_used.other_important
else
hud_used.hud_shown = 1
if(hud_used.adding)
client.screen += hud_used.adding
if(hud_used.other && hud_used.inventory_shown)
client.screen += hud_used.other
if(hud_used.other_important)
client.screen += hud_used.other_important
if(hud_used.hotkeybuttons && !hud_used.hotkey_ui_hidden)
client.screen += hud_used.hotkeybuttons
if(healths)
client.screen |= healths
if(internals)
client.screen |= internals
if(gun_setting_icon)
client.screen |= gun_setting_icon
hud_used?.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
client.screen += zone_sel //This one is a special snowflake
client.screen += hud_used.toggle_palette
hud_used.hidden_inventory_update()
hud_used.persistant_inventory_update()
update_action_buttons(TRUE)
hud_used.reorganize_alerts()
return TRUE
/mob/living/carbon/human/toggle_hud_vis(full)
if(!(. = ..()))
return FALSE
// Prevents humans from hiding a few hud elements
if(!hud_used.hud_shown) // transitioning to hidden
//Due to some poor coding some things need special treatment:
//These ones are a part of 'adding', 'other' or 'hotkeybuttons' but we want them to stay
if(!full)
client.screen += hud_used.l_hand_hud_object //we want the hands to be visible
client.screen += hud_used.r_hand_hud_object //we want the hands to be visible
client.screen += hud_used.action_intent //we want the intent swticher visible
hud_used?.action_intent.screen_loc = ui_acti_alt //move this to the alternative position, where zone_select usually is.
else
client.screen -= healths
client.screen -= internals
client.screen -= gun_setting_icon
//These ones are not a part of 'adding', 'other' or 'hotkeybuttons' but we want them gone.
client.screen -= zone_sel //zone_sel is a mob variable for some reason.
//Similar to button_pressed_F12() but keeps zone_sel, gun_setting_icon, and healths.
/mob/proc/toggle_zoom_hud()
if(!hud_used)
return
if(!ishuman(src))
return
if(!client)
return
if(client.view != world.view)
return
if(hud_used.hud_shown)
hud_used.hud_shown = 0
if(src.hud_used.adding)
src.client.screen -= src.hud_used.adding
if(src.hud_used.other)
src.client.screen -= src.hud_used.other
if(src.hud_used.hotkeybuttons)
src.client.screen -= src.hud_used.hotkeybuttons
src.client.screen -= src.internals
src.client.screen += src.hud_used.action_intent //we want the intent swticher visible
else
hud_used.hud_shown = 1
if(src.hud_used.adding)
src.client.screen += src.hud_used.adding
if(src.hud_used.other && src.hud_used.inventory_shown)
src.client.screen += src.hud_used.other
if(src.hud_used.hotkeybuttons && !src.hud_used.hotkey_ui_hidden)
src.client.screen += src.hud_used.hotkeybuttons
if(src.internals)
src.client.screen |= src.internals
src.hud_used.action_intent.screen_loc = ui_acti //Restore intent selection to the original position
hud_used.hidden_inventory_update()
hud_used.persistant_inventory_update()
update_action_buttons(TRUE)
/mob/proc/add_click_catcher()
client.screen += client.void
/mob/new_player/add_click_catcher()
return
/* TGMC Ammo HUD Port
* These procs call to screen_objects.dm's respective procs.
* All these do is manage the amount of huds on screen and set the HUD.
*/
///Add an ammo hud to the user informing of the ammo count of G
/datum/hud/proc/add_ammo_hud(mob/living/user, obj/item/gun/G)
if(length(ammo_hud_list) >= MAX_AMMO_HUD_POSSIBLE)
return
var/obj/screen/ammo/ammo_hud = new
ammo_hud_list[G] = ammo_hud
ammo_hud.screen_loc = ammo_hud.ammo_screen_loc_list[length(ammo_hud_list)]
ammo_hud.add_hud(user, G)
ammo_hud.update_hud(user, G)
///Remove the ammo hud related to the gun G from the user
/datum/hud/proc/remove_ammo_hud(mob/living/user, obj/item/gun/G)
var/obj/screen/ammo/ammo_hud = ammo_hud_list[G]
if(isnull(ammo_hud))
return
ammo_hud.remove_hud(user, G)
qdel(ammo_hud)
ammo_hud_list -= G
var/i = 1
for(var/key in ammo_hud_list)
ammo_hud = ammo_hud_list[key]
ammo_hud.screen_loc = ammo_hud.ammo_screen_loc_list[i]
i++
///Update the ammo hud related to the gun G
/datum/hud/proc/update_ammo_hud(mob/living/user, obj/item/gun/G)
var/obj/screen/ammo/ammo_hud = ammo_hud_list[G]
ammo_hud?.update_hud(user, G)
#undef MAX_AMMO_HUD_POSSIBLE