Goonstation 13 - Modules - TypesVar Details - Proc Details

/datum

Vars

comp_lookupAny datum registered to receive signals from this datum is in this list
datum_componentsComponents attached to this datum
open_uisOpen uis owned by this datum Lazy, since this case is semi rare
signal_procsLazy associated list in the structure of signals:proctype that are run when the datum receives that signal
tgui_shared_statesglobal

Procs

GetComponentReturn any component assigned to this datum of the given type
GetComponentsGet all components of a given type that are attached to this datum
GetExactComponentReturn any component assigned to this datum of the exact given type
RegisterSignal
RegisterSignalsRegisters multiple signals to the same proc.
RemoveComponentsOfTypeCalls RemoveComponent on all components of a given type that are attached to this datum
TakeComponentTransfer this component to another parent
TransferComponentsTransfer all components to target
UnregisterSignalStop listening to a given signal from target
_AddComponentCreates an instance of new_type in the datum and attaches to it as parent
_LoadComponentGet existing component of type, or create it and return a reference to it
_SendSignalInternal proc to handle most all of the signaling procedure
onProcCalledcalled when a proc is admin-called
onVarChangedcalled when a variable is admin-edited
safe_deleteUsed when you need to record a proc call to delete something (see spawn_rules.dm)
ui_actpublic
ui_assetspublic
ui_closepublic
ui_datapublic
ui_hostprivate
ui_interactpublic
ui_stateprivate
ui_static_datapublic
ui_statuspublic
update_static_datapublic
update_static_data_for_all_viewerspublic

Var Details

comp_lookup

Any datum registered to receive signals from this datum is in this list

Lazy associated list in the structure of signal:registree/list of registrees

datum_components

Components attached to this datum

Lazy associated list in the structure of type:component/list of components

open_uis

Open uis owned by this datum Lazy, since this case is semi rare

signal_procs

Lazy associated list in the structure of signals:proctype that are run when the datum receives that signal

tgui_shared_states

global

Associative list of JSON-encoded shared states that were set by tgui clients.

Proc Details

GetComponent

Return any component assigned to this datum of the given type

This will throw an error if it's possible to have more than one component of that type on the parent

Arguments:

GetComponents

Get all components of a given type that are attached to this datum

Arguments:

GetExactComponent

Return any component assigned to this datum of the exact given type

This will throw an error if it's possible to have more than one component of that type on the parent

Arguments:

RegisterSignal

RegisterSignals

Registers multiple signals to the same proc.

RemoveComponentsOfType

Calls RemoveComponent on all components of a given type that are attached to this datum

Arguments:

TakeComponent

Transfer this component to another parent

Component is taken from source datum

Arguments:

TransferComponents

Transfer all components to target

All components from source datum are taken

Arguments:

UnregisterSignal

Stop listening to a given signal from target

Breaks the relationship between target and source datum, removing the callback when the signal fires

Doesn't care if a registration exists or not

Arguments:

_AddComponent

Creates an instance of new_type in the datum and attaches to it as parent

Sends the COMSIG_COMPONENT_ADDED signal to the datum

Returns the component that was created. Or the old component in a dupe situation where COMPONENT_DUPE_UNIQUE was set

If this tries to add an component to an incompatible type, the component will be deleted and the result will be null. This is very unperformant, try not to do it

Properly handles duplicate situations based on the dupe_mode var

_LoadComponent

Get existing component of type, or create it and return a reference to it

Use this if the item needs to exist at the time of this call, but may not have been created before now

Arguments:

_SendSignal

Internal proc to handle most all of the signaling procedure

Will runtime if used on datums with an empty component list

Use the SEND_SIGNAL define instead

onProcCalled

called when a proc is admin-called

onVarChanged

called when a variable is admin-edited

safe_delete

Used when you need to record a proc call to delete something (see spawn_rules.dm)

ui_act

public

Called on a UI when the UI receieves a href. Think of this as Topic().

required action string The action/button that has been invoked by the user. required params list A list of parameters attached to the button.

return bool If the UI should be updated or not.

ui_assets

public

Called on an object when a tgui object is being created, allowing you to push various assets to tgui, for examples spritesheets.

return list List of asset datums or file paths.

ui_close

public

Called on a UI's object when the UI is closed, not to be confused with client/verb/uiclose(), which closes the ui window

ui_data

public

Data to be sent to the UI. This must be implemented for a UI to work.

required user mob The mob interacting with the UI.

return list Data to be sent to the UI.

ui_host

private

The UI's host object (usually src_object). This allows modules/datums to have the UI attached to them, and be a part of another object.

ui_interact

public

Used to open and update UIs. If this proc is not implemented properly, the UI will not update correctly.

required user mob The mob who opened/is using the UI. optional ui datum/tgui The UI to be updated, if it exists.

ui_state

private

The UI's state controller to be used for created uis This is a proc over a var for memory reasons

ui_static_data

public

Static Data to be sent to the UI.

Static data differs from normal data in that it's large data that should be sent infrequently. This is implemented optionally for heavy uis that would be sending a lot of redundant data frequently. Gets squished into one object on the frontend side, but the static part is cached.

required user mob The mob interacting with the UI.

return list Statuic Data to be sent to the UI.

ui_status

public

Checks the UI state for a mob.

required user mob The mob who opened/is using the UI. required state datum/ui_state The state to check.

return UI_state The state of the UI.

update_static_data

public

Forces an update on static data. Should be done manually whenever something happens to change static data.

required user the mob currently interacting with the ui optional ui ui to be updated

update_static_data_for_all_viewers

public

Will force an update on static data for all viewers. Should be done manually whenever something happens to change static data.