d k daunkey kaung

This commit is contained in:
SandPoot
2024-01-03 22:42:03 -03:00
parent cb2251ea37
commit 7eaef36e11
106 changed files with 1683 additions and 936 deletions
+331 -10
View File
@@ -73,8 +73,13 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
// We don't actually do proccalls really yet, so let's grab at prefs
var/atom/movable/screen/movable/action_button/hide_toggle/hide_actions_toggle
var/action_buttons_hidden = FALSE
var/atom/movable/screen/button_palette/toggle_palette
var/atom/movable/screen/palette_scroll/down/palette_down
var/atom/movable/screen/palette_scroll/up/palette_up
var/datum/action_group/palette/palette_actions
var/datum/action_group/listed/listed_actions
var/list/floating_actions
var/atom/movable/screen/healths
var/atom/movable/screen/healthdoll
@@ -91,10 +96,12 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
// will fall back to the default if any of these are null
ui_style = ui_style2icon(owner.client && owner.client.prefs && owner.client.prefs.UI_style)
hide_actions_toggle = new
hide_actions_toggle.InitialiseIcon(src)
if(mymob.client)
hide_actions_toggle.locked = mymob.client.prefs.buttons_locked
toggle_palette = new()
toggle_palette.set_hud(src)
palette_down = new()
palette_down.set_hud(src)
palette_up = new()
palette_up.set_hud(src)
hand_slots = list()
@@ -110,7 +117,13 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
if(mymob.hud_used == src)
mymob.hud_used = null
QDEL_NULL(hide_actions_toggle)
QDEL_NULL(toggle_palette)
QDEL_NULL(palette_down)
QDEL_NULL(palette_up)
QDEL_NULL(palette_actions)
QDEL_NULL(listed_actions)
QDEL_LIST(floating_actions)
QDEL_NULL(module_store_icon)
QDEL_LIST(static_inventory)
@@ -148,10 +161,14 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
/mob/proc/create_mob_hud()
if(!client || hud_used)
return
hud_used = new hud_type(src)
set_hud_used(new hud_type(src))
update_sight()
SEND_SIGNAL(src, COMSIG_MOB_HUD_CREATED)
/mob/proc/set_hud_used(datum/hud/new_hud)
hud_used = new_hud
new_hud.build_action_groups()
//Version denotes which style should be displayed. blank or 0 means "next version"
/datum/hud/proc/show_hud(version = 0, mob/viewmob)
if(!ismob(mymob))
@@ -160,6 +177,8 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
if(!screenmob.client)
return FALSE
// This code is the absolute fucking worst, I want it to go die in a fire
// Seriously, why
screenmob.client.screen = list()
screenmob.client.update_clickcatcher()
@@ -181,7 +200,7 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
if(infodisplay.len)
screenmob.client.screen += infodisplay
screenmob.client.screen += hide_actions_toggle
screenmob.client.screen += toggle_palette
if(action_intent)
action_intent.screen_loc = initial(action_intent.screen_loc) //Restore intent selection to the original position
@@ -272,7 +291,6 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
ui_style = new_ui_style
build_hand_slots()
hide_actions_toggle.InitialiseIcon(src)
//Triggered when F12 is pressed (Unless someone changed something in the DMF)
/mob/verb/button_pressed_F12()
@@ -320,3 +338,306 @@ GLOBAL_LIST_INIT(available_ui_styles, list(
/datum/hud/proc/update_locked_slots()
return
/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
button.dump_save() // Nuke any existing saves
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)
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_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
button.screen_loc = get_valid_screen_location(relative_to.screen_loc, world.icon_size, our_client.view_size.getView()) // 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_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()
/// Clears all currently visible landings
/datum/hud/proc/hide_landings()
listed_actions.clear_landing()
palette_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()
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
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()
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)
/datum/action_group
/// The hud we're owned by
var/datum/hud/owner
/// The actions we're managing
var/list/atom/movable/screen/movable/action_button/actions
/// The initial vertical offset of our action buttons
var/north_offset = 0
/// The pixel vertical offset of our action buttons
var/pixel_north_offset = 0
/// Max amount of buttons we can have per row
/// Indexes at 1
var/column_max = 0
/// How far "ahead" of the first row we start. Lets us "scroll" our rows
/// Indexes at 1
var/row_offset = 0
/// How many rows of actions we can have at max before we just stop hiding
/// Indexes at 1
var/max_rows = INFINITY
/// The screen location we go by
var/location
/// Our landing screen object
var/atom/movable/screen/action_landing/landing
/datum/action_group/New(datum/hud/owner)
..()
actions = list()
src.owner = owner
/datum/action_group/Destroy()
owner = null
QDEL_NULL(landing)
QDEL_LIST(actions)
return ..()
/datum/action_group/proc/insert_action(atom/movable/screen/action, index)
if(action in actions)
if(actions[index] == action)
return
actions -= action // Don't dupe, come on
if(!index)
index = length(actions) + 1
index = min(length(actions) + 1, index)
actions.Insert(index, action)
refresh_actions()
/datum/action_group/proc/remove_action(atom/movable/screen/action)
actions -= action
refresh_actions()
/datum/action_group/proc/refresh_actions()
// We don't use size() here because landings are not canon
var/total_rows = ROUND_UP(length(actions) / column_max)
total_rows -= max_rows // Lets get the amount of rows we're off from our max
row_offset = clamp(row_offset, 0, total_rows) // You're not allowed to offset so far that we have a row of blank space
var/button_number = 0
for(var/atom/movable/screen/button as anything in actions)
var/postion = ButtonNumberToScreenCoords(button_number )
button.screen_loc = postion
button_number++
if(landing)
var/postion = ButtonNumberToScreenCoords(button_number, landing = TRUE) // Need a good way to count buttons off screen, but allow this to display in the right place if it's being placed with no concern for dropdown
landing.screen_loc = postion
button_number++
/// Accepts a number represeting our position in the group, indexes at 0 to make the math nicer
/datum/action_group/proc/ButtonNumberToScreenCoords(number, landing = FALSE)
var/row = round(number / column_max)
row -= row_offset // If you're less then 0, you don't get to render, this lets us "scroll" rows ya feel?
if(row < 0)
return null
// Could use >= here, but I think it's worth noting that the two start at different places, since row is based on number here
if(row > max_rows - 1)
if(!landing) // If you're not a landing, go away please. thx
return null
// We always want to render landings, even if their action button can't be displayed.
// So we set a row equal to the max amount of rows + 1. Willing to overrun that max slightly to properly display the landing spot
row = max_rows // Remembering that max_rows indexes at 1, and row indexes at 0
// We're going to need to set our column to match the first item in the last row, so let's set number properly now
number = row * column_max
var/visual_row = row + north_offset
var/coord_row = visual_row ? "-[visual_row]" : "+0"
var/visual_column = number % column_max
var/coord_col = "+[visual_column]"
var/coord_col_offset = 4 + 2 * (visual_column + 1)
return "WEST[coord_col]:[coord_col_offset],NORTH[coord_row]:-[pixel_north_offset]"
/datum/action_group/proc/check_against_view()
var/owner_view = owner?.mymob?.client?.view
if(!owner_view)
return
// Unlikey as it is, we may have been changed. Want to start from our target position and fail down
column_max = initial(column_max)
// Convert our viewer's view var into a workable offset
var/list/view_size = view_to_pixels(owner_view)
// We're primarially concerned about width here, if someone makes us 1x2000 I wish them a swift and watery death
var/furthest_screen_loc = ButtonNumberToScreenCoords(column_max - 1)
var/list/offsets = screen_loc_to_offset(furthest_screen_loc, owner_view)
if(offsets[1] > world.icon_size && offsets[1] < view_size[1] && offsets[2] > world.icon_size && offsets[2] < view_size[2]) // We're all good
return
for(column_max in column_max - 1 to 1 step -1) // Yes I could do this by unwrapping ButtonNumberToScreenCoords, but I don't feel like it
var/tested_screen_loc = ButtonNumberToScreenCoords(column_max)
offsets = screen_loc_to_offset(tested_screen_loc, owner_view)
// We've found a valid max length, pack it in
if(offsets[1] > world.icon_size && offsets[1] < view_size[1] && offsets[2] > world.icon_size && offsets[2] < view_size[2])
break
// Use our newly resized column max
refresh_actions()
/// Returns the amount of objects we're storing at the moment
/datum/action_group/proc/size()
var/amount = length(actions)
if(landing)
amount += 1
return amount
/datum/action_group/proc/index_of(atom/movable/screen/get_location)
return actions.Find(get_location)
/// Generates a landing object that can be dropped on to join this group
/datum/action_group/proc/generate_landing()
if(landing)
return
landing = new()
landing.set_owner(src)
refresh_actions()
/// Clears any landing objects we may currently have
/datum/action_group/proc/clear_landing()
QDEL_NULL(landing)
/datum/action_group/proc/update_landing()
if(!landing)
return
landing.refresh_owner()
/datum/action_group/proc/scroll(amount)
row_offset += amount
refresh_actions()
/datum/action_group/palette
north_offset = 2
column_max = 3
max_rows = 3
location = SCRN_OBJ_IN_PALETTE
/datum/action_group/palette/insert_action(atom/movable/screen/action, index)
. = ..()
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
palette.play_item_added()
/datum/action_group/palette/remove_action(atom/movable/screen/action)
. = ..()
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
palette.play_item_removed()
if(!length(actions))
palette.set_expanded(FALSE)
/datum/action_group/palette/refresh_actions()
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
var/atom/movable/screen/palette_scroll/scroll_down = owner.palette_down
var/atom/movable/screen/palette_scroll/scroll_up = owner.palette_up
var/actions_above = round((owner.listed_actions.size() - 1) / owner.listed_actions.column_max)
north_offset = initial(north_offset) + actions_above
palette.screen_loc = ui_action_palette_offset(actions_above)
var/action_count = length(owner?.mymob?.actions)
var/our_row_count = round((length(actions) - 1) / column_max)
if(!action_count)
palette.screen_loc = null
if(palette.expanded && action_count && our_row_count >= max_rows)
scroll_down.screen_loc = ui_palette_scroll_offset(actions_above)
scroll_up.screen_loc = ui_palette_scroll_offset(actions_above)
else
scroll_down.screen_loc = null
scroll_up.screen_loc = null
return ..()
/datum/action_group/palette/ButtonNumberToScreenCoords(number, landing)
var/atom/movable/screen/button_palette/palette = owner.toggle_palette
if(palette.expanded)
return ..()
if(!landing)
return null
// We only render the landing in this case, so we force it to be the second item displayed (Second rather then first since it looks nicer)
// Remember the number var indexes at 0
return ..(1 + (row_offset * column_max), landing)
/datum/action_group/listed
pixel_north_offset = 6
column_max = 10
location = SCRN_OBJ_IN_LIST
/datum/action_group/listed/refresh_actions()
. = ..()
owner.palette_actions.refresh_actions() // We effect them, so we gotta refresh em