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Screen object unification. #3446

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merged 6 commits into from
Jan 5, 2024
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MistakeNot4892
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@MistakeNot4892 MistakeNot4892 commented Oct 16, 2023

Description of changes

  • Unifies a lot of /obj/screen functionality on the base object.
  • Centralizes the code in its own folder.
  • Does a lot of cleanup and refactoring in the process of updating screen objects to use handle_click() etc.

Why and what will this PR improve

Screen object code is a mess and this cleans it up significantly. Will help a lot with the eventual HUD datum rewrite I have in the pipeline.

Testing

  • Intent selector
  • Zone selector
  • Inventory
  • Hands
  • Make sure gear highlights didn't get clobbered
  • Exosuits
  • Constructs
  • Robots
  • pAIs
  • AIs
  • Spells
  • Ability master
  • Action buttons
  • Gun fire mode selector
  • Credits
  • Global HUDs (NVG, thermals)
  • Pain/welding overlays
  • Radials
  • Click catchers
  • Cataloguer overlay
  • Holomaps
  • Storage
  • Probably other stuff I will remember later

Authorship

Myself.

Changelog

Nothing player-facing.

@MistakeNot4892 MistakeNot4892 added the work in progress This PR is under development and shouldn't be merged. label Oct 16, 2023
@MistakeNot4892 MistakeNot4892 force-pushed the throwmode branch 15 times, most recently from 367b02c to f0dea94 Compare October 21, 2023 00:38
@MistakeNot4892 MistakeNot4892 added ready for review This PR is ready for review and merge. ❄️frozen❄️ Do not merge until the dev freeze is over. and removed work in progress This PR is under development and shouldn't be merged. labels Oct 21, 2023
@MistakeNot4892 MistakeNot4892 marked this pull request as ready for review October 21, 2023 00:38
@MistakeNot4892
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Tested and ready to go.

@MistakeNot4892 MistakeNot4892 removed the ❄️frozen❄️ Do not merge until the dev freeze is over. label Nov 4, 2023
@MistakeNot4892 MistakeNot4892 force-pushed the throwmode branch 4 times, most recently from 9faa31d to 3a1f25d Compare December 8, 2023 21:33
@PsyCommando
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I just have a slight comment/request.
The action bar used to react to the incapacitation state of the character, so when they'd go unconscious or something the buttons would be grayed out and translucent. (It also used to get stuck like that cause state updates didn't cause the ui to update consistently. But that's something else XD )

Maybe that feature could be built-in the base screen object? So you could just toggle it on the elements you want to go disabled when they can't be used?

@MistakeNot4892
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Sorry, that's out of scope for this.
I am generalizing it a bit in the HUD rewrite though.

@PsyCommando
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Sorry, that's out of scope for this. I am generalizing it a bit in the HUD rewrite though.

That's all good!

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@out-of-phaze out-of-phaze left a comment

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Partial review, hasn't made any progress in the past few weeks so I'll probably give the rest of the PR a cursory look-over and then approve.

code/_onclick/hud/deity.dm Show resolved Hide resolved
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@out-of-phaze out-of-phaze merged commit 5688c73 into NebulaSS13:dev Jan 5, 2024
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@MistakeNot4892 MistakeNot4892 deleted the throwmode branch February 11, 2024 10:19
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3 participants