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CHOMPStation2/code/_onclick/hud/action/action_screen_objects.dm
CHOMPStation2StaffMirrorBot 09f82b6fff [MIRROR] The final action buttons PR (#9324)
Co-authored-by: ShadowLarkens <shadowlarkens@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2024-10-27 00:00:36 +02:00

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/obj/screen/movable/action_button
var/datum/action/linked_action
var/datum/hud/our_hud
var/actiontooltipstyle = ""
screen_loc = null
icon = null // we don't use the base icon at all, just underlays and overlays
/// The icon state of our active overlay, used to prevent re-applying identical overlays
var/active_overlay_icon_state
/// The icon state of our active underlay, used to prevent re-applying identical underlays
var/active_underlay_icon_state
/// The overlay we have overtop our button
var/mutable_appearance/button_overlay
/// Where we are currently placed on the hud. SCRN_OBJ_DEFAULT asks the linked action what it thinks
var/location = SCRN_OBJ_DEFAULT
/// A unique bitflag, combined with the name of our linked action this lets us persistently remember any user changes to our position
var/id
/// A weakref of the last thing we hovered over
/// God I hate how dragging works
var/datum/weakref/last_hovored_ref
/obj/screen/movable/action_button/Destroy()
if(our_hud)
var/mob/viewer = our_hud.mymob
our_hud.hide_action(src)
viewer?.client?.screen -= src
linked_action.viewers -= our_hud
viewer.update_action_buttons()
our_hud = null
linked_action = null
return ..()
/obj/screen/movable/action_button/proc/can_use(mob/user)
// if(isobserver(user))
// var/mob/dead/observer/dead_mob = user
// if(dead_mob.observetarget) // Observers can only click on action buttons if they're not observing something
// return FALSE
if(linked_action)
if(linked_action.viewers[user.hud_used])
return TRUE
return FALSE
return TRUE
/obj/screen/movable/action_button/Click(location,control,params)
if(!can_use(usr))
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, SHIFT_CLICK))
var/datum/hud/our_hud = usr.hud_used
our_hud.position_action(src, SCRN_OBJ_DEFAULT)
return TRUE
if(!usr.checkClickCooldown())
return
usr.setClickCooldown(1)
var/trigger_flags
if(LAZYACCESS(modifiers, RIGHT_CLICK))
trigger_flags |= TRIGGER_SECONDARY_ACTION
linked_action.Trigger(trigger_flags = trigger_flags)
return TRUE
// Entered and Exited won't fire while you're dragging something, because you're still "holding" it
// Very much byond logic, but I want nice behavior, so we fake it with drag
/obj/screen/movable/action_button/MouseDrag(atom/over_object, src_location, over_location, src_control, over_control, params)
. = ..()
if(!can_use(usr))
return
if(IS_WEAKREF_OF(over_object, last_hovored_ref))
return
var/atom/old_object
if(last_hovored_ref)
old_object = last_hovored_ref.resolve()
else // If there is no current ref, we assume it was us. We also treat this as our "first go" location.
old_object = src
var/datum/hud/our_hud = usr.hud_used
our_hud?.generate_landings(src)
if(old_object)
old_object.MouseExited(over_location, over_control, params)
last_hovored_ref = WEAKREF(over_object)
over_object?.MouseEntered(over_location, over_control, params)
/obj/screen/movable/action_button/MouseEntered(location, control, params)
. = ..()
if(!QDELETED(src))
openToolTip(usr, src, params, title = name, content = desc, theme = actiontooltipstyle)
/obj/screen/movable/action_button/MouseExited(location, control, params)
closeToolTip(usr)
return ..()
/obj/screen/movable/action_button/MouseDrop(over_object)
last_hovored_ref = null
if(!can_use(usr))
return
var/datum/hud/our_hud = usr.hud_used
if(over_object == src)
our_hud.hide_landings()
return
if(istype(over_object, /obj/screen/action_landing))
var/obj/screen/action_landing/reserve = over_object
reserve.hit_by(src)
our_hud.hide_landings()
save_position()
return
our_hud.hide_landings()
if(istype(over_object, /obj/screen/button_palette) || istype(over_object, /obj/screen/palette_scroll))
our_hud.position_action(src, SCRN_OBJ_IN_PALETTE)
save_position()
return
if(istype(over_object, /obj/screen/movable/action_button))
var/obj/screen/movable/action_button/button = over_object
our_hud.position_action_relative(src, button)
save_position()
return
. = ..()
our_hud.position_action(src, screen_loc)
save_position()
/obj/screen/movable/action_button/proc/save_position()
var/mob/user = our_hud.mymob
if(!user?.client)
return
var/position_info = ""
switch(location)
if(SCRN_OBJ_FLOATING)
position_info = screen_loc
if(SCRN_OBJ_IN_LIST)
position_info = SCRN_OBJ_IN_LIST
if(SCRN_OBJ_IN_PALETTE)
position_info = SCRN_OBJ_IN_PALETTE
LAZYSET(user.client.prefs.action_button_screen_locs, "[name]_[id]", position_info)
/obj/screen/movable/action_button/proc/load_position()
var/mob/user = our_hud.mymob
if(!user)
return
var/position_info = LAZYACCESS(user.client?.prefs?.action_button_screen_locs, "[name]_[id]") || SCRN_OBJ_DEFAULT
user.hud_used.position_action(src, position_info)
/obj/screen/movable/action_button/proc/dump_save()
var/mob/user = our_hud.mymob
if(!user?.client)
return
LAZYREMOVE(user.client.prefs.action_button_screen_locs, "[name]_[id]")
/**
* This is a silly proc used in hud code code to determine what icon and icon state we should be using
* for hud elements (such as action buttons) that don't have their own icon and icon state set.
*
* It returns a list, which is pretty much just a struct of info
*/
/datum/hud/proc/get_action_buttons_icons()
. = list()
.["bg_icon"] = 'icons/mob/actions/backgrounds.dmi' // ui_style // TODO: Implement hud-specific icon stuff
.["bg_state"] = "bg_default"
.["bg_state_active"] = "bg_default_on"
/**
* Updates all action buttons this mob has.
*
* Arguments:
* * update_flags - Which flags of the action should we update
* * force - Force buttons update even if the given button icon state has not changed
*/
/mob/proc/update_mob_action_buttons(update_flags = ALL, force = FALSE)
for(var/datum/action/current_action as anything in actions)
current_action.build_all_button_icons(update_flags, force)
/**
* This proc handles adding all of the mob's actions to their screen
*
* If you just need to update existing buttons, use [/mob/proc/update_mob_action_buttons]!
*
* Arguments:
* * update_flags - reload_screen - bool, if TRUE, this proc will add the button to the screen of the passed mob as well
*/
/mob/proc/update_action_buttons(reload_screen = FALSE)
if(!hud_used || !client)
return
if(!hud_used.hud_shown) //Hud toggled to minimal
return
for(var/datum/action/action as anything in actions)
var/obj/screen/movable/action_button/button = action.viewers[hud_used]
action.build_all_button_icons()
if(reload_screen)
client.screen += button
if(reload_screen)
hud_used.update_our_owner()
// This holds the logic for the palette buttons
hud_used?.palette_actions?.refresh_actions()
/**
* Show (most) of the another mob's action buttons to this mob
*
* Used for observers viewing another mob's screen
*/
/mob/proc/show_other_mob_action_buttons(mob/take_from)
if(!hud_used || !client)
return
for(var/datum/action/action as anything in take_from.actions)
if(!action.show_to_observers)
continue
action.GiveAction(src)
RegisterSignal(take_from, COMSIG_MOB_GRANTED_ACTION, PROC_REF(on_observing_action_granted))
RegisterSignal(take_from, COMSIG_MOB_REMOVED_ACTION, PROC_REF(on_observing_action_removed))
/**
* Hide another mob's action buttons from this mob
*
* Used for observers viewing another mob's screen
*/
/mob/proc/hide_other_mob_action_buttons(mob/take_from)
for(var/datum/action/action as anything in take_from.actions)
action.HideFrom(src)
UnregisterSignal(take_from, list(COMSIG_MOB_GRANTED_ACTION, COMSIG_MOB_REMOVED_ACTION))
/// Signal proc for [COMSIG_MOB_GRANTED_ACTION] - If we're viewing another mob's action buttons,
/// we need to update with any newly added buttons granted to the mob.
/mob/proc/on_observing_action_granted(mob/living/source, datum/action/action)
SIGNAL_HANDLER
if(!action.show_to_observers)
return
action.GiveAction(src)
/// Signal proc for [COMSIG_MOB_REMOVED_ACTION] - If we're viewing another mob's action buttons,
/// we need to update with any removed buttons from the mob.
/mob/proc/on_observing_action_removed(mob/living/source, datum/action/action)
SIGNAL_HANDLER
action.HideFrom(src)
// Button Palette
// A new way to interact with actions
/obj/screen/button_palette
desc = "<b>Drag</b> buttons to move them<br><b>Shift-click</b> any button to reset it<br><b>Alt-click</b> this to reset all buttons"
icon = 'icons/hud/64x16_actions.dmi'
icon_state = "screen_gen_palette"
screen_loc = ui_action_palette
var/datum/hud/our_hud
var/expanded = FALSE
/// Id of any currently running timers that set our color matrix
var/color_timer_id
/obj/screen/button_palette/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.toggle_palette = null
our_hud = null
return ..()
/obj/screen/button_palette/Initialize(mapload)
. = ..()
// update_appearance()
update_name()
/obj/screen/button_palette/proc/set_hud(datum/hud/our_hud)
src.our_hud = our_hud
refresh_owner()
// /obj/screen/button_palette/update_name(updates)
/obj/screen/button_palette/proc/update_name()
// . = ..()
if(expanded)
name = "Hide Buttons"
else
name = "Show Buttons"
/obj/screen/button_palette/proc/refresh_owner()
var/mob/viewer = our_hud.mymob
if(viewer.client)
viewer.client.screen |= src
// var/list/settings = our_hud.get_action_buttons_icons()
// var/ui_icon = "[settings["bg_icon"]]"
// var/list/ui_segments = splittext(ui_icon, ".")
// var/list/ui_paths = splittext(ui_segments[1], "/")
// var/ui_name = ui_paths[length(ui_paths)]
// icon_state = "[ui_name]_palette"
/obj/screen/button_palette/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src))
return
show_tooltip(params)
/obj/screen/button_palette/MouseExited()
closeToolTip(usr)
return ..()
/obj/screen/button_palette/proc/show_tooltip(params)
openToolTip(usr, src, params, title = name, content = desc)
GLOBAL_LIST_INIT(palette_added_matrix, list(0.4,0.5,0.2,0, 0,1.4,0,0, 0,0.4,0.6,0, 0,0,0,1, 0,0,0,0))
GLOBAL_LIST_INIT(palette_removed_matrix, list(1.4,0,0,0, 0.7,0.4,0,0, 0.4,0,0.6,0, 0,0,0,1, 0,0,0,0))
/obj/screen/button_palette/proc/play_item_added()
color_for_now(GLOB.palette_added_matrix)
/obj/screen/button_palette/proc/play_item_removed()
color_for_now(GLOB.palette_removed_matrix)
/obj/screen/button_palette/proc/color_for_now(list/color)
if(color_timer_id)
return
add_atom_colour(color, TEMPORARY_COLOUR_PRIORITY) //We unfortunately cannot animate matrix colors. Curse you lummy it would be ~~non~~trivial to interpolate between the two valuessssssssss
color_timer_id = addtimer(CALLBACK(src, PROC_REF(remove_color), color), 2 SECONDS)
/obj/screen/button_palette/proc/remove_color(list/to_remove)
color_timer_id = null
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, to_remove)
/obj/screen/button_palette/proc/can_use(mob/user)
if(isobserver(user))
// var/mob/dead/observer/O = user
// return !O.observetarget
return TRUE
return TRUE
/obj/screen/button_palette/Click(location, control, params)
if(!can_use(usr))
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, ALT_CLICK))
for(var/datum/action/action as anything in usr.actions) // Reset action positions to default
for(var/datum/hud/hud as anything in action.viewers)
var/obj/screen/movable/action_button/button = action.viewers[hud]
hud.position_action(button, SCRN_OBJ_DEFAULT)
to_chat(usr, span_notice("Action button positions have been reset."))
return TRUE
set_expanded(!expanded)
/obj/screen/button_palette/proc/clicked_while_open(datum/source, atom/target, atom/location, control, params, mob/user)
if(istype(target, /obj/screen/movable/action_button) || istype(target, /obj/screen/palette_scroll) || target == src) // If you're clicking on an action button, or us, you can live
return
set_expanded(FALSE)
if(source)
UnregisterSignal(source, COMSIG_CLIENT_CLICK)
/obj/screen/button_palette/proc/set_expanded(new_expanded)
var/datum/action_group/our_group = our_hud.palette_actions
if(!length(our_group.actions)) //Looks dumb, trust me lad
new_expanded = FALSE
if(expanded == new_expanded)
return
expanded = new_expanded
our_group.refresh_actions()
// update_appearance()
update_name()
if(!usr.client)
return
if(expanded)
RegisterSignal(usr.client, COMSIG_CLIENT_CLICK, PROC_REF(clicked_while_open))
else
UnregisterSignal(usr.client, COMSIG_CLIENT_CLICK)
closeToolTip(usr) //Our tooltips are now invalid, can't seem to update them in one frame, so here, just close them
/obj/screen/palette_scroll
icon = 'icons/hud/screen_gen.dmi'
screen_loc = ui_palette_scroll
/// How should we move the palette's actions?
/// Positive scrolls down the list, negative scrolls back
var/scroll_direction = 0
var/datum/hud/our_hud
/obj/screen/palette_scroll/proc/can_use(mob/user)
if(isobserver(user))
// var/mob/dead/observer/O = user
// return !O.observetarget
return TRUE
return TRUE
/obj/screen/palette_scroll/proc/set_hud(datum/hud/our_hud)
src.our_hud = our_hud
refresh_owner()
/obj/screen/palette_scroll/proc/refresh_owner()
var/mob/viewer = our_hud.mymob
if(viewer.client)
viewer.client.screen |= src
// var/list/settings = our_hud.get_action_buttons_icons()
// icon = settings["bg_icon"]
/obj/screen/palette_scroll/Click(location, control, params)
if(!can_use(usr))
return
our_hud.palette_actions.scroll(scroll_direction)
/obj/screen/palette_scroll/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src))
return
openToolTip(usr, src, params, title = name, content = desc)
/obj/screen/palette_scroll/MouseExited()
closeToolTip(usr)
return ..()
/obj/screen/palette_scroll/down
name = "Scroll Down"
desc = "<b>Click</b> on this to scroll the actions above down"
icon_state = "scroll_down"
scroll_direction = 1
/obj/screen/palette_scroll/down/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.palette_down = null
our_hud = null
return ..()
/obj/screen/palette_scroll/up
name = "Scroll Up"
desc = "<b>Click</b> on this to scroll the actions above up"
icon_state = "scroll_up"
scroll_direction = -1
/obj/screen/palette_scroll/up/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.palette_up = null
our_hud = null
return ..()
/// Exists so you have a place to put your buttons when you move them around
/obj/screen/action_landing
name = "Button Space"
desc = "<b>Drag and drop</b> a button into this spot<br>to add it to the group"
icon = 'icons/hud/screen_gen.dmi'
icon_state = "reserved"
// We want our whole 32x32 space to be clickable, so dropping's forgiving
mouse_opacity = MOUSE_OPACITY_OPAQUE
var/datum/action_group/owner
/obj/screen/action_landing/Destroy()
if(owner)
owner.landing = null
owner?.owner?.mymob?.client?.screen -= src
owner.refresh_actions()
owner = null
return ..()
/obj/screen/action_landing/proc/set_owner(datum/action_group/owner)
src.owner = owner
refresh_owner()
/obj/screen/action_landing/proc/refresh_owner()
var/datum/hud/our_hud = owner.owner
var/mob/viewer = our_hud.mymob
if(viewer.client)
viewer.client.screen |= src
// var/list/settings = our_hud.get_action_buttons_icons()
// icon = settings["bg_icon"]
/// Reacts to having a button dropped on it
/obj/screen/action_landing/proc/hit_by(obj/screen/movable/action_button/button)
var/datum/hud/our_hud = owner.owner
our_hud.position_action(button, owner.location)