This commit is contained in:
kevinz000
2020-04-08 00:57:09 -07:00
parent 7ec669ecd4
commit 5c53314ee3
4 changed files with 95 additions and 56 deletions
+3 -1
View File
@@ -29,6 +29,8 @@
// UI defines
/// Minimum pixels an item must have in volumetric scaled storage UI
#define MINIMUM_PIXELS_PER_ITEM 5
#define MINIMUM_PIXELS_PER_ITEM 4
/// The size of the volumetric scaled storage UI's volumetric boxes that's rendered behind items.
#define VOLUMETRIC_STORAGE_BOX_SIZE 8
/// Maximum number of objects that will be allowed to be displayed using the volumetric display system. Arbitrary number to prevent server lockups.
#define MAXIMUM_VOLUMETRIC_ITEMS 256
@@ -39,3 +39,13 @@
var/datum/component/storage/S = master
S.hide_from(usr)
return TRUE
/obj/screen/storage/volumetric_box
var/obj/item/our_item
/obj/screen/storage/volumetric_box/Initialize(mapload, new_master, our_item)
src.our_item = our_item
return ..()
/obj/screen/storage/volumetric_box/Click(location, control, params)
return our_item.Click(location, control, params)
@@ -360,6 +360,8 @@
/datum/component/storage/proc/_remove_and_refresh(datum/source, atom/movable/thing)
_removal_reset(thing)
qdel(ui_item_blocks[thing])
ui_item_blocks -= thing
refresh_mob_views()
//Call this proc to handle the removal of an item from the storage item. The item will be moved to the new_location target, if that is null it's being deleted
+80 -55
View File
@@ -72,73 +72,98 @@
break
/**
* Orients all objects in .. volumetric mode.
* Orients all objects in .. volumetric mode. Does not support numerical display!
*/
/datum/component/storage/proc/orient2hud_volumetric(mob/user, maxcolumns)
. = list()
var/list/accessible_contents = accessible_items()
var/adjusted_contents = length(accessible_contents)
//Numbered contents display
var/list/datum/numbered_display/numbered_contents
if(display_numerical_stacking)
numbered_contents = _process_numerical_display()
adjusted_contents = numbered_contents.len
// Generate ui_item_blocks for missing ones and render+orient.
var/list/atom/contents = accessible_items()
var/columns = CLAMP(max_items, 1, maxcolumns ? maxcolumns : screen_max_columns)
var/rows = CLAMP(CEILING(adjusted_contents / columns, 1), 1, screen_max_rows)
var/horizontal_pixels = maxcolumns * world.icon_size
// do the check for fallback for when someone has too much gamer gear
if((MINIMUM_PIXELS_PER_ITEMS * length(contents)) > horizontal_pixels)
to_chat(user, "<span class='warning'>[parent] was showed to you in legacy mode due to your items overrunning the three row limit! Consider not carrying too much or bugging a maintainer to raise this limit!</span>")
return orient2hud_legacy(user, maxcolumns)
// after this point we are sure we can somehow fit all items with 8 pixels or more into our one row.
// First, continuous section.
ui_continuous.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+columns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
// sigh. two loops.
var/total = max_volume
var/used = 0
var/list/volume_by_item = list()
var/list/percentage_by_item = list()
var/list/percentages = list()
// define outside for less lag
var/obj/item/I
var/volume
for(var/obj/item/I in contents)
volume = I.get_volume()
used += volume_by_item[I] = volume
percentages += percentage_by_item[I] = volume
// ugh
var/min_percent = min(percentages)
var/percentage_metric = max(min_percent,
var/pixels_needed = (100 / min_percent) * MINIMUM_PIXELS_PER_ITEM
var/overrunning = pixels_needed > maximum_horizontal_pixels
var/row = 1
var/pixel = 0
for(var/i in volume_by_item)
I = i
if(!ui_item_blocks[I])
ui_item_blocks[I] = new /obj/screen/storage(null, src, I)
var/obj/screen/storage/volumetric_box/B = ui_item_blocks[I]
. += B
var/pixels_to_use
if(!overrunning)
pixels_to_use = CEILING(min_percent / percentage_by_item[i], MINIMUM_PIXELS_PER_ITEM)
else
pixels_to_use = MINIMUM_PIXELS_PER_ITEM //not enough room to display everything ughh
// now that we have pixels_to_use, place our thing and add it to the returned list.
// uh oh, increment row or clamp.
if((horizontal_pixels - pixel) < pixels_to_use)
if(!pixels_to_use)
row++
else
pixels_to_use = (horizontal_pixels - pixel)
// now, scale the thing
var/multiply = pixels_to_use / MINIMUM_PIXELS_PER_ITEM
B.transform = matrix(multiply, 0, 0, 0, 1, 0)
// unfortunately since scaling means expand-from-center.. ugh..
var/px_add = 0
if(multiply > 1)
px_add = (pixels_to_use - MINIMUM_PIXELS_PER_ITEM) * 0.5
// not handling multiply < 1, that should never happen.
// now, screenloc the thing.
var/xshift = FLOOR(pixel / icon_size, 1)
var/px = pixel % world.icon_Size
B.screen_loc = "[screen_start_x + xshift]:[px],[screen_start_y+rows-1]:[screen_pixel_y]"
pixels += px
if(pixels >= horizontal_pixels)
row++
. += B
// Then, continuous section.
ui_continuous.screen_loc = "[screen_start_x]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_continuous
// Then, left and right.
ui_left.screen_loc = "[screen_start_x]:[screen_pixel_x - 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x]:[screen_pixel_x - 2],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_left
ui_right.screen_loc = "[screen_start_x+columns-1]:[screen_pixel_x + 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x+columns-1]:[screen_pixel_x + 2],[screen_start_y+rows-1]:[screen_pixel_y]"
ui_right.screen_loc = "[screen_start_x+maxcolumns-1]:[screen_pixel_x + 2],[screen_start_y]:[screen_pixel_y] to [screen_start_x+maxcolumns-1]:[screen_pixel_x + 2],[screen_start_y+rows-1]:[screen_pixel_y]"
. += ui_right
// Then, closer.
closer.screen_loc = "[screen_start_x + columns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y]"
closer.screen_loc = "[screen_start_x + maxcolumns]:[screen_pixel_x],[screen_start_y]:[screen_pixel_y]"
. += ui_closer
// Generate ui_item_blocks for missing ones.
var/cx = screen_start_x
var/cy = screen_start_y
if(islist(numerical_display_contents))
for(var/type in numerical_display_contents)
var/datum/numbered_display/ND = numerical_display_contents[type]
ND.sample_object.mouse_opacity = MOUSE_OPACITY_OPAQUE
ND.sample_object.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
ND.sample_object.maptext = "<font color='white'>[(ND.number > 1)? "[ND.number]" : ""]</font>"
ND.sample_object.layer = ABOVE_HUD_LAYER
ND.sample_object.plane = ABOVE_HUD_PLANE
. += ND.sample_object
cx++
if(cx - screen_start_x >= columns)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
else
for(var/obj/O in accessible_items())
if(QDELETED(O))
continue
O.mouse_opacity = MOUSE_OPACITY_OPAQUE //This is here so storage items that spawn with contents correctly have the "click around item to equip"
O.screen_loc = "[cx]:[screen_pixel_x],[cy]:[screen_pixel_y]"
O.maptext = ""
O.layer = ABOVE_HUD_LAYER
O.plane = ABOVE_HUD_PLANE
. += O
cx++
if(cx - screen_start_x >= columns)
cx = screen_start_x
cy++
if(cy - screen_start_y >= rows)
break
/**
* Shows our UI to a mob.
@@ -204,7 +229,7 @@
*/
/datum/component/storage/proc/volumetric_ui()
var/atom/real_location = real_location()
return (storage_flags & STORAGE_LIMIT_VOLUME) && (length(real_location.contents) <= MAXIMUM_VOLUMETRIC_OBJECTS)
return (storage_flags & STORAGE_LIMIT_VOLUME) && (length(real_location.contents) <= MAXIMUM_VOLUMETRIC_OBJECTS) && !display_numeric_stacking
/**
* Gets the ui item objects to ui_hide.