Files
Paradise/code/_onclick/hud/action_button.dm
warriorstar-orion 56f4960ed4 refactor action buttons (#29416)
* refactor action buttons

* fix cult spell charge overlay

* lewc review

* update for a/mhelp buttons and xenobio organs

* update for minebot

* properly create button each time

* directly add/remove unavail overlay for reasons

* lewc review
2025-07-28 19:13:28 +00:00

651 lines
23 KiB
Plaintext

/atom/movable/screen/movable/action_button
desc = "CTRL-Shift click on this button to bind it to a hotkey."
screen_loc = null
/// The action triggered by this button.
var/datum/action/linked_action
/// The style of tool-tip.
var/actiontooltipstyle = ""
/// The keybind that will trigger this action button.
var/datum/keybinding/mob/trigger_action_button/linked_keybind
/// The HUD this action button belongs to
var/datum/hud/our_hud
/// The overlay we have overtop our button
var/mutable_appearance/button_overlay
/// 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
/// 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
/// UID of the last thing we hovered over. Used for managing action button dragging.
var/last_hovered_ref
/// Whether or not this should be shown to observers
var/shown_to_observers = FALSE
/// Whether or not this button is locked, preventing it from being dragged.
var/locked = TRUE
/atom/movable/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 ..()
/atom/movable/screen/movable/action_button/proc/can_use(mob/user)
if(isobserver(user))
var/mob/dead/observer/dead_mob = user
if(dead_mob.mob_observed) // Observers can only click on action buttons if they're not observing something
return FALSE
if(!linked_action)
return TRUE
if(linked_action.owner != user)
return FALSE
return !isnull(linked_action.viewers[user.hud_used])
// 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
/atom/movable/screen/movable/action_button/MouseDrag(atom/over_object, src_location, over_location, src_control, over_control, params)
. = ..()
if(!can_use(usr) || locked)
return
// We're basically holding a ref here to the last object we were over.
var/atom/last_hovered = locateUID(last_hovered_ref)
if(last_hovered == over_object)
return
else
if(!istype(last_hovered))
// no current ref, assume it was us. This is our "first go" location
last_hovered = src
var/datum/hud/our_hud = usr.hud_used
our_hud?.generate_landings(src)
// close the tooltips on our button so we don't get stuck with them
if(last_hovered)
last_hovered.MouseExited(over_location, over_control, params)
closeToolTip(usr)
last_hovered_ref = over_object?.UID()
if(!isnull(over_object))
over_object.MouseEntered(over_location, over_control, params)
/atom/movable/screen/movable/action_button/MouseDrop(over_object)
last_hovered_ref = null
if(!can_use(usr))
return
if(locked)
fire_action()
return
var/datum/hud/our_hud = usr.hud_used
if(over_object == src)
our_hud.hide_landings()
return
if(istype(over_object, /atom/movable/screen/action_landing))
var/atom/movable/screen/action_landing/reserve = over_object
reserve.hit_by(src)
our_hud.hide_landings()
return
our_hud.hide_landings()
if(istype(over_object, /atom/movable/screen/button_palette) || istype(over_object, /atom/movable/screen/palette_scroll))
our_hud.position_action(src, SCRN_OBJ_IN_PALETTE)
return
if(istype(over_object, /atom/movable/screen/movable/action_button))
var/atom/movable/screen/movable/action_button/button = over_object
our_hud.position_action_relative(src, button)
return
. = ..()
our_hud.position_action(src, screen_loc)
/atom/movable/screen/movable/action_button/MouseWheel(delta_x, delta_y, location, control, params)
. = ..()
SEND_SIGNAL(src, COMSIG_ACTION_SCROLLED, delta_x, delta_y, location, control, params)
/atom/movable/screen/movable/action_button/proc/load_position()
var/mob/user = our_hud.mymob
if(!user)
return
var/position_info = SCRN_OBJ_DEFAULT
user.hud_used.position_action(src, position_info)
/atom/movable/screen/movable/action_button/proc/fire_action(left_click = TRUE)
linked_action.Trigger(left_click)
transform = transform.Scale(0.8, 0.8)
alpha = 200
animate(src, transform = matrix(), time = 0.4 SECONDS, alpha = 255)
/atom/movable/screen/movable/action_button/Click(location, control, params)
if(!can_use(usr))
return FALSE
var/list/modifiers = params2list(params)
if(modifiers["ctrl"] && modifiers["shift"])
INVOKE_ASYNC(src, PROC_REF(set_to_keybind), usr)
return TRUE
if(usr.next_click > world.time)
return FALSE
usr.changeNext_click(1)
if(modifiers["shift"])
var/datum/hud/our_hud = usr.hud_used
our_hud.position_action(src, SCRN_OBJ_DEFAULT)
return TRUE
if(modifiers["alt"])
AltClick(usr)
return TRUE
if(modifiers["middle"])
fire_action(FALSE)
return TRUE
if(modifiers["ctrl"])
CtrlClick(usr)
return TRUE
fire_action(TRUE)
return TRUE
/atom/movable/screen/movable/action_button/CtrlClick(mob/user)
if(!can_use(user))
return
locked = !locked
to_chat(user, "<span class='notice'>[src]'s button has been [locked ? "":"un"]locked.</span>")
/**
* 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"] = ui_style2icon(mymob.client?.prefs.UI_style)
.["bg_state"] = "template"
.["bg_state_active"] = "template_active"
/atom/movable/screen/movable/action_button/proc/set_to_keybind(mob/user)
var/keybind_to_set_to = tgui_input_keycombo(user, "What keybind do you want to set this action button to?")
if(keybind_to_set_to)
if(linked_keybind)
clean_up_keybinds(user)
var/datum/keybinding/mob/trigger_action_button/triggerer = new
triggerer.linked_action = linked_action
user.client.active_keybindings[keybind_to_set_to] += list(triggerer)
linked_keybind = triggerer
triggerer.binded_to = keybind_to_set_to
to_chat(user, "<span class='notice'>[src] has been binded to [keybind_to_set_to]!</span>")
else if(linked_keybind)
clean_up_keybinds(user)
to_chat(user, "<span class='notice'>Your active keybinding on [src] has been cleared.</span>")
/atom/movable/screen/movable/action_button/AltClick(mob/user)
return linked_action.AltTrigger()
/atom/movable/screen/movable/action_button/proc/clean_up_keybinds(mob/owner)
if(!linked_keybind || !owner.client)
return
owner.client.active_keybindings[linked_keybind.binded_to] -= (linked_keybind)
if(!length(owner.client.active_keybindings[linked_keybind.binded_to]))
owner.client.active_keybindings[linked_keybind.binded_to] = null
owner.client.active_keybindings -= linked_keybind.binded_to
QDEL_NULL(linked_keybind)
/atom/movable/screen/movable/action_button/MouseEntered(location, control, params)
. = ..()
var/list/modifiers = params2list(params)
if(!QDELETED(src) && !LAZYACCESS(modifiers, DRAG) && !LAZYACCESS(modifiers, LEFT_CLICK)) // tooltips opening on drag prevents things from being dropped onto their actual objects)
if(!linked_keybind)
openToolTip(usr, src, params, title = name, content = desc, theme = actiontooltipstyle)
else if(linked_keybind)
var/list/desc_information = list()
desc_information += desc
desc_information += "This action is currently bound to the [linked_keybind.binded_to] key."
desc_information = desc_information.Join(" ")
openToolTip(usr, src, params, title = name, content = desc_information, theme = actiontooltipstyle)
/atom/movable/screen/movable/action_button/MouseExited()
closeToolTip(usr)
return ..()
/mob/proc/update_action_buttons_icon(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 is the proc used to update all the action buttons.
/mob/proc/update_action_buttons(reload_screen)
if(!hud_used || !client)
return
if(hud_used.hud_shown != HUD_STYLE_STANDARD)
return
for(var/datum/action/action as anything in actions)
var/atom/movable/screen/movable/action_button/button = action.viewers[hud_used]
action.build_all_button_icons()
if(reload_screen)
client.screen += button
client.update_active_keybindings()
if(reload_screen)
hud_used.update_our_owner()
// This holds the logic for the palette buttons
hud_used.palette_actions.refresh_actions()
#define AB_MAX_COLUMNS 10
/atom/movable/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.<br><b>Ctrl-click</b> action buttons to lock or unlock them.<br><b>Ctrl-click</b> this to get a detailed explanation of how to use this."
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
/atom/movable/screen/button_palette/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.toggle_palette = null
our_hud = null
return ..()
/atom/movable/screen/button_palette/Initialize(mapload)
. = ..()
update_appearance()
/atom/movable/screen/button_palette/proc/set_hud(datum/hud/our_hud)
src.our_hud = our_hud
refresh_owner()
/atom/movable/screen/button_palette/update_name(updates)
. = ..()
if(expanded)
name = "Hide Buttons"
else
name = "Show Buttons"
/atom/movable/screen/button_palette/CtrlClick(mob/user)
if(!istype(user))
return
var/list/explanation = list()
explanation.Insert(
"<b><center>The Action Palette [bicon(src)] and You</center></b>",
"The Action Palette [bicon(src)] is the new way to hide action buttons. You can hide only some buttons, and quickly bring them up when needed, instead of hiding all of them.",
"To use it, drag action buttons onto it, or onto other buttons already in the palette. You can then click the palette to hide or show it. If you click away from the palette, it will be hidden.",
"If you have more than 9 action buttons, you can use the scroll arrows to see all of the buttons present, and you can always drag buttons out of the palette whenever you want.",
"You can drag action buttons anywhere on the screen, onto other buttons, or onto the little squares that appear when you start dragging them.",
"If you drag a button onto another button, it'll snap onto that other button and form a little group.",
"", // empty space to force another br
"If you need more help, check the wiki or send a mentorhelp."
)
to_chat(user, chat_box_notice(explanation.Join("<br>")))
/atom/movable/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"
/atom/movable/screen/button_palette/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src))
return
var/list/modifiers = params2list(params)
// don't show the tooltip if we're dragging
if(!LAZYACCESS(modifiers, DRAG) && !LAZYACCESS(modifiers, LEFT_CLICK))
show_tooltip(params)
/atom/movable/screen/button_palette/MouseExited()
closeToolTip(usr)
return ..()
/atom/movable/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))
/atom/movable/screen/button_palette/proc/play_item_added()
color_for_now(GLOB.palette_added_matrix)
/atom/movable/screen/button_palette/proc/play_item_removed()
color_for_now(GLOB.palette_removed_matrix)
/atom/movable/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)
/atom/movable/screen/button_palette/proc/remove_color(list/to_remove)
color_timer_id = null
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, to_remove)
/atom/movable/screen/button_palette/proc/can_use(mob/user)
return TRUE
/atom/movable/screen/button_palette/Click(location, control, params)
if(!can_use(usr))
return
var/list/modifiers = params2list(params)
if(LAZYACCESS(modifiers, CTRL_CLICK))
CtrlClick(usr)
return TRUE
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/atom/movable/screen/movable/action_button/button = action.viewers[hud]
hud.position_action(button, SCRN_OBJ_DEFAULT)
to_chat(usr, "<span class='notice'>Action button positions have been reset.</span>")
return TRUE
set_expanded(!expanded)
/atom/movable/screen/button_palette/proc/clicked_while_open(datum/source, atom/target, atom/location, control, params, mob/user)
if(istype(target, /atom/movable/screen/movable/action_button) || istype(target, /atom/movable/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)
/atom/movable/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()
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
/atom/movable/screen/palette_scroll
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
/atom/movable/screen/palette_scroll/proc/can_use(mob/user)
return TRUE
/atom/movable/screen/palette_scroll/proc/set_hud(datum/hud/our_hud)
src.our_hud = our_hud
refresh_owner()
/atom/movable/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"]
/atom/movable/screen/palette_scroll/MouseEntered(location, control, params)
. = ..()
if(QDELETED(src))
return
openToolTip(usr, src, params, title = name, content = desc)
/atom/movable/screen/palette_scroll/Click(location, control, params)
if(!can_use(usr))
return
our_hud.palette_actions.scroll(scroll_direction)
/atom/movable/screen/palette_scroll/MouseExited()
closeToolTip(usr)
return ..()
/atom/movable/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
/atom/movable/screen/palette_scroll/down/Destroy()
if(our_hud)
our_hud.mymob?.client?.screen -= src
our_hud.palette_down = null
our_hud = null
return ..()
/atom/movable/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
/atom/movable/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
/atom/movable/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_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
/atom/movable/screen/action_landing/Destroy()
if(owner)
owner.landing = null
owner?.owner?.mymob?.client?.screen -= src
owner.refresh_actions()
owner = null
return ..()
/atom/movable/screen/action_landing/proc/set_owner(datum/action_group/owner)
src.owner = owner
refresh_owner()
/atom/movable/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
/atom/movable/screen/action_landing/proc/hit_by(atom/movable/screen/movable/action_button/button)
var/datum/hud/our_hud = owner.owner
our_hud.position_action(button, owner.location)
/datum/hud/proc/position_action(atom/movable/screen/movable/action_button/button, position)
if(button.location != SCRN_OBJ_DEFAULT)
hide_action(button)
switch(position)
if(SCRN_OBJ_DEFAULT) // Reset to the default
position_action(button, button.linked_action.default_button_position)
return
if(SCRN_OBJ_IN_LIST)
listed_actions.insert_action(button)
if(SCRN_OBJ_IN_PALETTE)
palette_actions.insert_action(button)
if(SCRN_OBJ_CULT_LIST)
cult_actions.insert_action(button)
else // If we don't have it as a define, this is a screen_loc, and we should be floating
floating_actions += button
button.screen_loc = position
position = SCRN_OBJ_FLOATING
button.location = position
/datum/hud/proc/position_action_relative(atom/movable/screen/movable/action_button/button, atom/movable/screen/movable/action_button/relative_to)
if(button.location != SCRN_OBJ_DEFAULT)
hide_action(button)
switch(relative_to.location)
if(SCRN_OBJ_IN_LIST)
listed_actions.insert_action(button, listed_actions.index_of(relative_to))
if(SCRN_OBJ_IN_PALETTE)
palette_actions.insert_action(button, palette_actions.index_of(relative_to))
if(SCRN_OBJ_CULT_LIST)
cult_actions.insert_action(button, cult_actions.index_of(relative_to))
if(SCRN_OBJ_FLOATING) // If we don't have it as a define, this is a screen_loc, and we should be floating
floating_actions += button
var/client/our_client = mymob.client
if(!our_client)
position_action(button, button.linked_action.default_button_position)
return
var/client_view_size = getviewsize(our_client.view)
button.screen_loc = get_valid_screen_location(relative_to.screen_loc, world.icon_size, client_view_size) // Asks for a location adjacent to our button that won't overflow the map
button.location = relative_to.location
/// Removes the passed in action from its current position on the screen
/datum/hud/proc/hide_action(atom/movable/screen/movable/action_button/button)
switch(button.location)
if(SCRN_OBJ_DEFAULT) // Invalid
CRASH("We just tried to hide an action buttion that somehow has the default position as its location, you done fucked up")
if(SCRN_OBJ_FLOATING)
floating_actions -= button
if(SCRN_OBJ_IN_LIST)
listed_actions.remove_action(button)
if(SCRN_OBJ_CULT_LIST)
cult_actions.remove_action(button)
if(SCRN_OBJ_IN_PALETTE)
palette_actions.remove_action(button)
button.screen_loc = null
/// Generates visual landings for all groups that the button is not a memeber of
/datum/hud/proc/generate_landings(atom/movable/screen/movable/action_button/button)
listed_actions.generate_landing()
palette_actions.generate_landing()
cult_actions.generate_landing()
/// Clears all currently visible landings
/datum/hud/proc/hide_landings()
listed_actions.clear_landing()
palette_actions.clear_landing()
cult_actions.clear_landing()
// Updates any existing "owned" visuals, ensures they continue to be visible
/datum/hud/proc/update_our_owner()
toggle_palette.refresh_owner()
palette_down.refresh_owner()
palette_up.refresh_owner()
listed_actions.update_landing()
cult_actions.update_landing()
palette_actions.update_landing()
/// Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not
/datum/hud/proc/view_audit_buttons()
var/our_view = mymob?.client?.view
if(!our_view)
return
cult_actions.check_against_view()
listed_actions.check_against_view()
palette_actions.check_against_view()
for(var/atom/movable/screen/movable/action_button/floating_button as anything in floating_actions)
var/list/current_offsets = screen_loc_to_offset(floating_button.screen_loc)
// We set the view arg here, so the output will be properly hemm'd in by our new view
floating_button.screen_loc = offset_to_screen_loc(current_offsets[1], current_offsets[2], view = our_view)
/// Generates and fills new action groups with our mob's current actions
/datum/hud/proc/build_action_groups()
cult_actions = new(src)
listed_actions = new(src)
palette_actions = new(src)
floating_actions = list()
for(var/datum/action/action as anything in mymob.actions)
var/atom/movable/screen/movable/action_button/button = action.viewers[src]
if(!button)
action.ShowTo(mymob)
button = action.viewers[src]
position_action(button, button.location)
/**
* 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), override = TRUE)
RegisterSignal(take_from, COMSIG_MOB_REMOVED_ACTION, PROC_REF(on_observing_action_removed), override = TRUE)
/**
* 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 // COMSIG_MOB_GRANTED_ACTION
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 // COMSIG_MOB_REMOVED_ACTION
action.HideFrom(src)
#undef AB_MAX_COLUMNS