hud
Vars | |
always_visible_inventory | Screen objects that never exit view. |
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atmos_debug_overlays | If this client is being shown atmos debug overlays or not |
current_plane_offset | Think of multiz as a stack of z levels. Each index in that stack has its own group of plane masters This variable is the plane offset our mob/client is currently "on" We use it to track what we should show/not show Goes from 0 to the max (z level stack size - 1) |
master_groups | Assoc list of key => "plane master groups" This is normally just the main window, but it'll occasionally contain things like spyglasses windows |
plane_master_controllers | Assoc list of controller groups, associated with key string group name with value of the plane master controller ref |
screentip_color | The color to use for the screentips. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered). |
screentip_images | Whether to use text or images for click hints.
Same behavior as screentips_enabled --very hot, updated when the preference is updated. |
screentip_text | UI for screentips that appear when you mouse over things |
screentips_enabled | Whether or not screentips are enabled. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered). |
Procs | |
build_action_groups | Generates and fills new action groups with our mob's current actions |
build_plane_groups | Creates the required plane masters to fill out new z layers (because each "level" of multiz gets its own plane master set) |
generate_landings | Generates visual landings for all groups that the button is not a memeber of |
get_action_buttons_icons | This is a silly proc used in hud code code to determine what icon and icon state we should be using for hud elements (such as action buttons) that don't have their own icon and icon state set. |
get_plane_group | Returns the corresponding plane group datum if one exists |
get_plane_master | Returns the plane master that matches the input plane from the passed in group |
get_planes_from | Returns all the planes belonging to the passed in group key |
get_true_plane_masters | Returns a list of all plane masters that match the input true plane, drawn from the passed in group (ignores z layer offsets) |
get_ui_alert_placement | Gets the placement for the alert based on its index |
hide_action | Removes the passed in action from its current position on the screen |
hide_landings | Clears all currently visible landings |
show_hud | Shows this hud's hud to some mob |
update_locked_slots | Handles dimming inventory slots that a mob can't equip items to in their current state |
view_audit_buttons | Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not |
Var Details
always_visible_inventory
Screen objects that never exit view.
atmos_debug_overlays
If this client is being shown atmos debug overlays or not
current_plane_offset
Think of multiz as a stack of z levels. Each index in that stack has its own group of plane masters This variable is the plane offset our mob/client is currently "on" We use it to track what we should show/not show Goes from 0 to the max (z level stack size - 1)
master_groups
Assoc list of key => "plane master groups" This is normally just the main window, but it'll occasionally contain things like spyglasses windows
plane_master_controllers
Assoc list of controller groups, associated with key string group name with value of the plane master controller ref
screentip_color
The color to use for the screentips. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered).
screentip_images
Whether to use text or images for click hints.
Same behavior as screentips_enabled
--very hot, updated when the preference is updated.
screentip_text
UI for screentips that appear when you mouse over things
screentips_enabled
Whether or not screentips are enabled. This is updated by the preference for cheaper reads than would be had with a proc call, especially on one of the hottest procs in the game (MouseEntered).
Proc Details
build_action_groups
Generates and fills new action groups with our mob's current actions
build_plane_groups
Creates the required plane masters to fill out new z layers (because each "level" of multiz gets its own plane master set)
generate_landings
Generates visual landings for all groups that the button is not a memeber of
get_action_buttons_icons
This is a silly proc used in hud code code to determine what icon and icon state we should be using for hud elements (such as action buttons) that don't have their own icon and icon state set.
It returns a list, which is pretty much just a struct of info
get_plane_group
Returns the corresponding plane group datum if one exists
get_plane_master
Returns the plane master that matches the input plane from the passed in group
get_planes_from
Returns all the planes belonging to the passed in group key
get_true_plane_masters
Returns a list of all plane masters that match the input true plane, drawn from the passed in group (ignores z layer offsets)
get_ui_alert_placement
Gets the placement for the alert based on its index
hide_action
Removes the passed in action from its current position on the screen
hide_landings
Clears all currently visible landings
show_hud
Shows this hud's hud to some mob
Arguments
- version - denotes which style should be displayed. blank or 0 means "next version"
- viewmob - what mob to show the hud to. Can be this hud's mob, can be another mob, can be null (will use this hud's mob if so)
update_locked_slots
Handles dimming inventory slots that a mob can't equip items to in their current state
view_audit_buttons
Ensures all of our buttons are properly within the bounds of our client's view, moves them if they're not