Files
vgstation13/code/game/hud.dm
baloh.matevz c948e15873 - Added UI buttons which appear only when you have certain items on you to make toggling some stuff easier and lessen the need to juggle a million items all the time.
Screenshot: (Upper left)
http://www.kamletos.si/object%20ui%20action%20buttons.png

There can be a maximum of 5 of these buttons shown at any one time.

Currently the following items have a UI button associated with them:
- Flashlights
- Hardhat
- RIG suits
- Welding masks
- Jetpacks

To add more buttons, add a button icon_state to icons/mob/screen1_action.dmi, then set the variable icon_action_button to the icon state of the icon you just added. This is all you need to do if you want the default action to be taken when the button is clicked, which is attack_self(). If you don't want the default, you can redefine the ui_action_click() proc. A call of ..() will call attack_self(), so mind when you use that.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@4193 316c924e-a436-60f5-8080-3fe189b3f50e
2012-07-27 15:20:44 +00:00

208 lines
5.7 KiB
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//Upper left action buttons, displayed when you pick up an item that has this enabled.
#define ui_action_slot1 "1:6,14:26"
#define ui_action_slot2 "2:8,14:26"
#define ui_action_slot3 "3:10,14:26"
#define ui_action_slot4 "4:12,14:26"
#define ui_action_slot5 "5:14,14:26"
//Lower left, persistant menu
#define ui_inventory "1:6,1:5"
//Lower center, persistant menu
#define ui_sstore1 "3:10,1:5"
#define ui_id "4:12,1:5"
#define ui_belt "5:14,1:5"
#define ui_back "6:14,1:5"
#define ui_rhand "7:16,1:5"
#define ui_lhand "8:16,1:5"
#define ui_equip "7:16,2:5"
#define ui_swaphand1 "7:16,2:5"
#define ui_swaphand2 "8:16,2:5"
#define ui_storage1 "9:18,1:5"
#define ui_storage2 "10:20,1:5"
#define ui_alien_head "4:12,1:5" //aliens
#define ui_alien_oclothing "5:14,1:5" //aliens
#define ui_inv1 "6:16,1:5" //borgs
#define ui_inv2 "7:16,1:5" //borgs
#define ui_inv3 "8:16,1:5" //borgs
#define ui_borg_store "9:16,1:5" //borgs
#define ui_monkey_mask "5:14,1:5" //monkey
#define ui_monkey_back "6:14,1:5" //monkey
//Lower right, persistant menu
#define ui_drop_throw "14:28,2:7"
#define ui_pull_resist "13:26,2:7"
#define ui_acti "13:26,1:5"
#define ui_movi "12:24,1:5"
#define ui_zonesel "14:28,1:5"
#define ui_acti_alt "14:28,1:5" //alternative intent switcher for when the interface is hidden (F12)
#define ui_borg_pull "12:24,2:7"
#define ui_borg_module "13:26,2:7"
#define ui_borg_panel "14:28,2:7"
//Upper-middle right (damage indicators)
#define ui_toxin "14:28,13:27"
#define ui_fire "14:28,12:25"
#define ui_oxygen "14:28,11:23"
#define ui_pressure "14:28,10:21"
#define ui_alien_toxin "14:28,13:25"
#define ui_alien_fire "14:28,12:25"
#define ui_alien_oxygen "14:28,11:25"
//Middle right (status indicators)
#define ui_nutrition "14:28,5:11"
#define ui_temp "14:28,6:13"
#define ui_health "14:28,7:15"
#define ui_internal "14:28,8:17"
//borgs
#define ui_borg_health "14:28,6:13" //borgs have the health display where humans have the pressure damage indicator.
#define ui_alien_health "14:28,6:13" //aliens have the health display where humans have the pressure damage indicator.
//Pop-up inventory
#define ui_shoes "2:8,1:5"
#define ui_iclothing "1:6,2:7"
#define ui_oclothing "2:8,2:7"
#define ui_gloves "3:10,2:7"
#define ui_glasses "1:6,3:9"
#define ui_mask "2:8,3:9"
#define ui_ears "3:10,3:9"
#define ui_head "2:8,4:11"
//Intent small buttons
#define ui_help_small "12:8,1:1"
#define ui_disarm_small "12:15,1:18"
#define ui_grab_small "12:32,1:18"
#define ui_harm_small "12:39,1:1"
//#define ui_swapbutton "6:-16,1:5" //Unused
//#define ui_headset "SOUTH,8"
#define ui_hand "6:14,1:5"
#define ui_hstore1 "5,5"
//#define ui_resist "EAST+1,SOUTH-1"
#define ui_sleep "EAST+1, NORTH-13"
#define ui_rest "EAST+1, NORTH-14"
#define ui_iarrowleft "SOUTH-1,11"
#define ui_iarrowright "SOUTH-1,13"
obj/hud/New(var/type = 0)
instantiate(type)
..()
return
/obj/hud/proc/hidden_inventory_update()
if(!mymob) return
if(inventory_shown && hud_shown)
if(ishuman(mymob))
if(mymob:shoes) mymob:shoes:screen_loc = ui_shoes
if(mymob:gloves) mymob:gloves:screen_loc = ui_gloves
if(mymob:ears) mymob:ears:screen_loc = ui_ears
if(mymob:glasses) mymob:glasses:screen_loc = ui_glasses
if(mymob:w_uniform) mymob:w_uniform:screen_loc = ui_iclothing
if(mymob:wear_suit) mymob:wear_suit:screen_loc = ui_oclothing
if(mymob:wear_mask) mymob:wear_mask:screen_loc = ui_mask
if(mymob:head) mymob:head:screen_loc = ui_head
else
if(ishuman(mymob))
if(mymob:shoes) mymob:shoes:screen_loc = null
if(mymob:gloves) mymob:gloves:screen_loc = null
if(mymob:ears) mymob:ears:screen_loc = null
if(mymob:glasses) mymob:glasses:screen_loc = null
if(mymob:w_uniform) mymob:w_uniform:screen_loc = null
if(mymob:wear_suit) mymob:wear_suit:screen_loc = null
if(mymob:wear_mask) mymob:wear_mask:screen_loc = null
if(mymob:head) mymob:head:screen_loc = null
/obj/hud/proc/persistant_inventory_update()
if(!mymob) return
if(hud_shown)
if(ishuman(mymob))
if(mymob:s_store) mymob:s_store:screen_loc = ui_sstore1
if(mymob:wear_id) mymob:wear_id:screen_loc = ui_id
if(mymob:belt) mymob:belt:screen_loc = ui_belt
if(mymob:back) mymob:back:screen_loc = ui_back
if(mymob:l_store) mymob:l_store:screen_loc = ui_storage1
if(mymob:r_store) mymob:r_store:screen_loc = ui_storage2
else
if(ishuman(mymob))
if(mymob:s_store) mymob:s_store:screen_loc = null
if(mymob:wear_id) mymob:wear_id:screen_loc = null
if(mymob:belt) mymob:belt:screen_loc = null
if(mymob:back) mymob:back:screen_loc = null
if(mymob:l_store) mymob:l_store:screen_loc = null
if(mymob:r_store) mymob:r_store:screen_loc = null
/obj/hud
var/obj/screen/action_intent
var/obj/screen/move_intent
var/hud_shown = 1 //Used for the HUD toggle (F12)
var/inventory_shown = 1 //the inventory
/obj/hud/proc/instantiate(var/type = 0)
mymob = loc
if(!istype(mymob, /mob)) return 0
if(ishuman(mymob))
human_hud(mymob.UI) // Pass the player the UI style chosen in preferences
spawn()
if((RADAR in mymob.augmentations) && mymob.radar_open)
mymob:start_radar()
else if(RADAR in mymob.augmentations)
mymob:place_radar_closed()
else if(ismonkey(mymob))
monkey_hud(mymob.UI)
else if(isbrain(mymob))
brain_hud(mymob.UI)
else if(islarva(mymob))
larva_hud()
else if(isalien(mymob))
alien_hud()
else if(isAI(mymob))
ai_hud()
else if(isrobot(mymob))
robot_hud()
// else if(ishivebot(mymob))
// hivebot_hud()
// else if(ishivemainframe(mymob))
// hive_mainframe_hud()
else if(isobserver(mymob))
ghost_hud()
return