mirror of
https://github.com/ParadiseSS13/Paradise.git
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* Get pants that match or else you gonna look silly yo
* Posters
* Fix other hud elements
* Rereviewed
* Update shotglass.dm
* Fix for new merged PRs
* Typo
* Coming across other stuff
* Update theblob.dm
* No takebacksies
* smh i forget to leave a comment
* Updated for the detgun and cards
* Should have rerun langserver again
* No longer plastic, more in scope
* Damn you bluespace
* Reverting turret logic, out of scope at this point
* Tweak that part
* Went over energy guns again, and fixed UI White's sprite sheet
* Welding masks, glasses, and JUSTICE
* Update portable_atmospherics.dm
* Cleaning up, clearing things up
* Review and suggestions
* Update valve.dm
* More tweaks
* Missing character
* Not distinct lightmasks, so they can be overlays
* Update generator.dm
* Add parameter so holodeck doesn't try to make a perfect copy
* Update unsorted.dm
* Spiders
* Better fix for spiders, fix vamps too
* Ghosts
* Update telekinesis.dm
* Cleaning up old procs
* It's set up to not copy datums... Unless they're in a list
* Donuts, duct tape, and detgun. D3VR coming to Early Access
* Update procs that interact with doors so they call update_state instead
* Forgot one spot, and actually might as well just force lock
* Cleaning up other things... Sigh, and kitty ears
* oops
* Getting used to how it works
* blinds
* Going back to the suit obscuring thing, so it doesn't update all the time
* Missed that from merging master
* I made this PR and forgot about it
* Fix runtimes in cards
* Make things a bit more unified
* Update update_icons.dm
* yarn, really?
* Update library_equipment.dm
* Update shieldgen.dm
* Every time Charlie merges something, I go back and see if I can improve things further
* what's this? more?
* Update misc_special.dm
* wow, paper
* Review
* More reviews
* To be sure, seems like being broken messed something sometimes
* Brought airlocks closer to how TG works to iron out some stuff
* Pizza and morgue
* Doesn't seem to hurt, tried with holodeck
* Revert "Doesn't seem to hurt, tried with holodeck"
This reverts commit 158529302b.
* Icon conflict
* Fix organ damage
* Don't ask how. Why. It's like that on prod too.
* Cutting down on things and updating from TG.
* More flexible. Just in case the thing you stuck it on didn't destroy.
* Hydro was one the things I touched earlier on, better rework it
* Reviews
* Cleaning up further, also bri'ish
* Undo a change I did, and switch over to a more recent implementation
* Update biogenerator.dm
* Rolling back to old airlocks, but with new duct taped note
* Functionally the same. I'd just rather not have the smoothing happen there
* Went over APCs again
* Fix welding helmet names in species files
* Update airlock.dm
* Update persistent_overlay.dm
* Oh, topic
202 lines
6.2 KiB
Plaintext
202 lines
6.2 KiB
Plaintext
/obj/screen/movable/action_button
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var/datum/action/linked_action
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var/actiontooltipstyle = ""
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screen_loc = null
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var/ordered = TRUE
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/obj/screen/movable/action_button/MouseDrop(over_object)
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if((istype(over_object, /obj/screen/movable/action_button) && !istype(over_object, /obj/screen/movable/action_button/hide_toggle)))
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if(locked)
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to_chat(usr, "<span class='warning'>Action button \"[name]\" is locked, unlock it first.</span>")
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closeToolTip(usr)
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return
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var/obj/screen/movable/action_button/B = over_object
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var/list/actions = usr.actions
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actions.Swap(actions.Find(linked_action), actions.Find(B.linked_action))
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moved = FALSE
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ordered = TRUE
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B.moved = FALSE
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B.ordered = TRUE
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closeToolTip(usr)
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usr.update_action_buttons()
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else if(istype(over_object, /obj/screen/movable/action_button/hide_toggle))
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closeToolTip(usr)
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else
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closeToolTip(usr)
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return ..()
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/obj/screen/movable/action_button/Click(location,control,params)
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var/list/modifiers = params2list(params)
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if(modifiers["shift"])
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if(locked)
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to_chat(usr, "<span class='warning'>Action button \"[name]\" is locked, unlock it first.</span>")
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return TRUE
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moved = FALSE
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usr.update_action_buttons(TRUE) //redraw buttons that are no longer considered "moved"
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return TRUE
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if(modifiers["ctrl"])
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locked = !locked
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to_chat(usr, "<span class='notice'>Action button \"[name]\" [locked ? "" : "un"]locked.</span>")
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return TRUE
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if(usr.next_click > world.time)
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return
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usr.next_click = world.time + 1
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linked_action.Trigger()
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return TRUE
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//Hide/Show Action Buttons ... Button
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/obj/screen/movable/action_button/hide_toggle
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name = "Hide Buttons"
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desc = "Shift-click any button to reset its position, and Control-click it to lock/unlock its position. Alt-click this button to reset all buttons to their default positions."
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icon = 'icons/mob/actions/actions.dmi'
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icon_state = "bg_default"
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var/hidden = FALSE
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/obj/screen/movable/action_button/hide_toggle/MouseDrop(over_object)
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if(istype(over_object, /obj/screen/movable/action_button))
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closeToolTip(usr)
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else
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closeToolTip(usr)
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return ..()
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/obj/screen/movable/action_button/hide_toggle/Click(location,control,params)
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var/list/modifiers = params2list(params)
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if(modifiers["shift"])
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if(locked)
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to_chat(usr, "<span class='warning'>Action button \"[name]\" is locked, unlock it first.</span>")
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return TRUE
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moved = FALSE
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usr.update_action_buttons(TRUE)
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return TRUE
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if(modifiers["ctrl"])
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locked = !locked
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to_chat(usr, "<span class='notice'>Action button \"[name]\" [locked ? "" : "un"]locked.</span>")
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return TRUE
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if(modifiers["alt"])
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for(var/V in usr.actions)
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var/datum/action/A = V
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var/obj/screen/movable/action_button/B = A.button
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B.moved = FALSE
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moved = FALSE
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usr.update_action_buttons(TRUE)
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to_chat(usr, "<span class='notice'>Action button positions have been reset.</span>")
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return TRUE
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usr.hud_used.action_buttons_hidden = !usr.hud_used.action_buttons_hidden
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hidden = usr.hud_used.action_buttons_hidden
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if(hidden)
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name = "Show Buttons"
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else
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name = "Hide Buttons"
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update_icon(UPDATE_OVERLAYS)
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usr.update_action_buttons()
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/obj/screen/movable/action_button/hide_toggle/AltClick(mob/user)
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for(var/V in user.actions)
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var/datum/action/A = V
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var/obj/screen/movable/action_button/B = A.button
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B.moved = FALSE
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if(moved)
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moved = FALSE
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user.update_action_buttons(TRUE)
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to_chat(user, "<span class='notice'>Action button positions have been reset.</span>")
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/obj/screen/movable/action_button/hide_toggle/proc/InitialiseIcon(mob/living/user)
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if(isalien(user))
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icon = 'icons/mob/actions/actions.dmi'
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icon_state = "bg_alien"
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else
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icon = initial(icon)
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icon_state = "bg_default"
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if(user.client) // Apply the client's UI style
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icon = ui_style2icon(user.client.prefs.UI_style)
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icon_state = "template"
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if(user.client)
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alpha = user.client.prefs.UI_style_alpha
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color = user.client.prefs.UI_style_color
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update_icon(UPDATE_OVERLAYS)
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/obj/screen/movable/action_button/hide_toggle/update_overlays()
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. = ..()
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var/image/img = image(initial(icon), src, hidden ? "show" : "hide")
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img.appearance_flags = RESET_COLOR | RESET_ALPHA
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. += img
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/obj/screen/movable/action_button/MouseEntered(location, control, params)
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. = ..()
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if(!QDELETED(src))
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openToolTip(usr, src, params, title = name, content = desc, theme = actiontooltipstyle)
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/obj/screen/movable/action_button/MouseExited()
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closeToolTip(usr)
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/mob/proc/update_action_buttons_icon()
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for(var/X in actions)
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var/datum/action/A = X
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A.UpdateButtonIcon()
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//This is the proc used to update all the action buttons.
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/mob/proc/update_action_buttons(reload_screen)
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if(!hud_used || !client)
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return
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if(hud_used.hud_shown != HUD_STYLE_STANDARD)
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return
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var/button_number = 0
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if(hud_used.action_buttons_hidden)
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for(var/datum/action/A in actions)
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A.button.screen_loc = null
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if(reload_screen)
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client.screen += A.button
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else
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for(var/datum/action/A in actions)
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A.override_location() // If the action has a location override, call it
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A.UpdateButtonIcon()
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var/obj/screen/movable/action_button/B = A.button
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if(B.ordered)
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button_number++
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if(!B.moved)
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B.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number)
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else
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B.screen_loc = B.moved
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if(reload_screen)
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client.screen += B
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if(!button_number)
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hud_used.hide_actions_toggle.screen_loc = null
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return
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if(!hud_used.hide_actions_toggle.moved)
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hud_used.hide_actions_toggle.screen_loc = hud_used.ButtonNumberToScreenCoords(button_number+1)
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else
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hud_used.hide_actions_toggle.screen_loc = hud_used.hide_actions_toggle.moved
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if(reload_screen)
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client.screen += hud_used.hide_actions_toggle
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#define AB_MAX_COLUMNS 10
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/datum/hud/proc/ButtonNumberToScreenCoords(number) // TODO : Make this zero-indexed for readabilty
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var/row = round((number - 1)/AB_MAX_COLUMNS)
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var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
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var/coord_col = "+[col-1]"
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var/coord_col_offset = 4 + 2 * col
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var/coord_row = "[row ? -row : "+0"]"
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return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:-6"
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/datum/hud/proc/SetButtonCoords(obj/screen/button,number)
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var/row = round((number-1)/AB_MAX_COLUMNS)
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var/col = ((number - 1)%(AB_MAX_COLUMNS)) + 1
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var/x_offset = 32*(col-1) + 4 + 2*col
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var/y_offset = -32*(row+1) + 26
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var/matrix/M = matrix()
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M.Translate(x_offset,y_offset)
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button.transform = M
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