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* tgui the beginning * binaries and the like * Bring in the last of it * Example radio UI * delete example * NTOS Main Menu, start on manifest, tgui states * tasks.json * gunnery ui pt 1 * okay * fix everything * scss update * oops * manifest gigablast * downloader part 1 * download prt 2 * NTOSDownloader final * mfw committing to_worlds * gunnery console pt2 * i cooked * targeting (finished) * one vueui down * voting ui almost done * MY MIND FEELS LIKE AN ARCH ENEMYYYY * voting ui down * photocopier * ntos config + download fixes * photocopier 2 * refactor define * NTOS client manager + fixes * fax machine final (it also uses toner now) * marching forwards... left behind... * ntnrc part 1 * canister * add quotes * portable pumps pt1 + more backgrounds * oops * finish the portable pump * freezers so I'll keep on pushing forward... you haven't seen the last of me... oooooooh... * doors ui pt1 * finish doors UI (forgive me wildkins it's a bit of shitcode) * vitals monitor, make things use labeled lists, new backgrounds * mais j'envoyé aucun mayday... * maglock pt1 * pour ça je me suis perdu... * infrared * fix that * prox sensor pt1 * prox sensor * signaler (this was actually pretty hard) * atmos control pt1 * atmos control pt1.1 * atmos pt 2 * fuel injector * multitool UI * jammer * list viewer * APC * portgen * targeting console updates + SMES ui * new themes, shield generator * supermatter * Add ore detector and (shitty) NTNet Relay * orderterminal pt1 * orderterminal pt2 * smartfridge * Add (air-)tank GUI update ore detector size * Adds Transfer Valves * Add AtmoScrubber * analyzer pt1 * weapons analyzer pt2 * bodyscanner pt1 * bodyscanner pt2 * fix this shitcode * seed storage * appearance changer * appearance changer final * sleeper pt1 * sleeper * gps * vehicles * chem dispenser * lily request * holopad * tgui modules pt1 * ppanel * damage menu * fixes * im here too now * follow menu, search bars * quikpay * quikpay fixes * circuit printer * ppanel * ppanel updates * pai * turret controls (i want to kill myself) * tweak * remove the boardgame * guntracker * implant tracker * penal mechs come close to me, come close to me * chem codex * pai radio * doorjack * pai directives * signaler removal, sensors * ghost spawner * spawnpoint * fixes * teleporter * one more to the chopping block * account database * remove divider * scanner, atmos * latejoin ui pt1 * latejoin * records pt1 * RECORDS UI DONE * delete interpreter & records * CHAT FUCKING CLIENT * data updates * fix some things * final UI, log * basic nanoui fix * antag panel * remove vueui * atm update * vending update * warrants, cameras * ntmonitor * time comes for all * preserve this legacy * bring that back (oops) * rcon, ui auto update for computer UIs, remove rcon computers * alarm monitoring (a bit broke and also todo: add custom alarm monitoring programs to a few consoles) * A LIKE SUPREME * a * power monitor * lights on * fuck this code, fuck nanoui modules, and fuck nanoui * LEAVE IT OH SO FAR BEHIND * fix alarm monitoring for synths * I SAW IN YOU WHAT LIFE WAS MISSING * comms console * idcard and record updates * turn the light on * arcade * pt2 * news browser * static * crusher * f * COULD I JUST SLEIGH THE GOLD FROM THE BALLS? I'M SO FRUSTRATED OH COULD YOU TELL? IF I HEAR ONE MORE VUEUI OR ONE NANOUI I'M GONNA LOSE IT SO LET ME GOOOOOOOOOOOOOOOOO * codeowners & suit sensors * html ui style removal * make lint happy * tgchat * tgpanels pt1 * THE SOUL LONGS FOR OBLIVION!!!!!!!!!!!!!!!!! * figure out why stat isnt working * goodbye ping * shhh * stat updates * An oath sworn in scors! Omni vortex lies! * final almost edits * fix that * last skin adjustments * resist and disorder * i slowly get up and turn off the noise, already fed up... * pleaseeeeeeeeeeeeeee * THE CREDIT LARP IS NECESSARY * i hold the keys * RISE UP * fix that? * harry's suggestions xoxo * runtime fix pt2 * You are the only thing that I still care about * fix runtimes and cl * whoops * misc fixes * fix that too * adds build workflow * f * Update update_tgui.yml * adds some needed steps * ATM * misc fixes and tweaks * fixes 2 * make newscasters usable and fix use power on freezers * turret control is clearer * remove duplicate * makes some verb tabs work properly * makes verbs work properly for real * sans moi * fixes pt2 * fix the chat unnecessarily reloading * fixes * epic * fixes * fix missing consoles --------- Co-authored-by: John Wildkins <john.wildkins@gmail.com> Co-authored-by: Matt Atlas <liermattia@gmail.com> Co-authored-by: harryob <55142896+harryob@users.noreply.github.com> Co-authored-by: Werner <Arrow768@users.noreply.github.com> Co-authored-by: Geeves <ggrobler447@gmail.com> Co-authored-by: harryob <me@harryob.live>
1227 lines
41 KiB
Plaintext
1227 lines
41 KiB
Plaintext
/*
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IconProcs README
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A BYOND library for manipulating icons and colors
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by Lummox JR
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version 1.0
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The IconProcs library was made to make a lot of common icon operations much easier. BYOND's icon manipulation
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routines are very capable but some of the advanced capabilities like using alpha transparency can be unintuitive to beginners.
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CHANGING ICONS
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Several new procs have been added to the /icon datum to simplify working with icons. To use them,
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remember you first need to setup an /icon var like so:
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var/icon/my_icon = new('iconfile.dmi')
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icon/ChangeOpacity(amount = 1)
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A very common operation in DM is to try to make an icon more or less transparent. Making an icon more
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transparent is usually much easier than making it less so, however. This proc basically is a frontend
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for MapColors() which can change opacity any way you like, in much the same way that SetIntensity()
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can make an icon lighter or darker. If amount is 0.5, the opacity of the icon will be cut in half.
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If amount is 2, opacity is doubled and anything more than half-opaque will become fully opaque.
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icon/GrayScale()
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Converts the icon to grayscale instead of a fully colored icon. Alpha values are left intact.
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icon/ColorTone(tone)
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Similar to GrayScale(), this proc converts the icon to a range of black -> tone -> white, where tone is an
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RGB color (its alpha is ignored). This can be used to create a sepia tone or similar effect.
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See also the global ColorTone() proc.
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icon/MinColors(icon)
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The icon is blended with a second icon where the minimum of each RGB pixel is the result.
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Transparency may increase, as if the icons were blended with ICON_ADD. You may supply a color in place of an icon.
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icon/MaxColors(icon)
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The icon is blended with a second icon where the maximum of each RGB pixel is the result.
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Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon.
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icon/Opaque(background = "#000000")
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All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify.
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icon/BecomeAlphaMask()
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You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc.
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The black parts become transparent, the white parts stay white, and anything in between becomes a translucent shade of white.
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icon/AddAlphaMask(mask)
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The alpha values of the mask icon will be blended with the current icon. Anywhere the mask is opaque,
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the current icon is untouched. Anywhere the mask is transparent, the current icon becomes transparent.
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Where the mask is translucent, the current icon becomes more transparent.
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icon/UseAlphaMask(mask, mode)
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Sometimes you may want to take the alpha values from one icon and use them on a different icon.
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This proc will do that. Just supply the icon whose alpha mask you want to use, and src will change
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so it has the same colors as before but uses the mask for opacity.
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COLOR MANAGEMENT AND HSV
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RGB isn't the only way to represent color. Sometimes it's more useful to work with a model called HSV, which stands for hue, saturation, and value.
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* The hue of a color describes where it is along the color wheel. It goes from red to yellow to green to
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cyan to blue to magenta and back to red.
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* The saturation of a color is how much color is in it. A color with low saturation will be more gray,
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and with no saturation at all it is a shade of gray.
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* The value of a color determines how bright it is. A high-value color is vivid, moderate value is dark,
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and no value at all is black.
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Just as BYOND uses "#rrggbb" to represent RGB values, a similar format is used for HSV: "#hhhssvv". The hue is three
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hex digits because it ranges from 0 to 0x5FF.
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* 0 to 0xFF - red to yellow
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* 0x100 to 0x1FF - yellow to green
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* 0x200 to 0x2FF - green to cyan
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* 0x300 to 0x3FF - cyan to blue
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* 0x400 to 0x4FF - blue to magenta
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* 0x500 to 0x5FF - magenta to red
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Knowing this, you can figure out that red is "#000ffff" in HSV format, which is hue 0 (red), saturation 255 (as colorful as possible),
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value 255 (as bright as possible). Green is "#200ffff" and blue is "#400ffff".
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More than one HSV color can match the same RGB color.
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Here are some procs you can use for color management:
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ReadRGB(rgb)
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Takes an RGB string like "#ffaa55" and converts it to a list such as list(255,170,85). If an RGBA format is used
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that includes alpha, the list will have a fourth item for the alpha value.
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hsv(hue, sat, val, apha)
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Counterpart to rgb(), this takes the values you input and converts them to a string in "#hhhssvv" or "#hhhssvvaa"
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format. Alpha is not included in the result if null.
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ReadHSV(rgb)
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Takes an HSV string like "#100FF80" and converts it to a list such as list(256,255,128). If an HSVA format is used that
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includes alpha, the list will have a fourth item for the alpha value.
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RGBtoHSV(rgb)
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Takes an RGB or RGBA string like "#ffaa55" and converts it into an HSV or HSVA color such as "#080aaff".
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HSVtoRGB(hsv)
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Takes an HSV or HSVA string like "#080aaff" and converts it into an RGB or RGBA color such as "#ff55aa".
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BlendRGB(rgb1, rgb2, amount)
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Blends between two RGB or RGBA colors using regular RGB blending. If amount is 0, the first color is the result;
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if 1, the second color is the result. 0.5 produces an average of the two. Values outside the 0 to 1 range are allowed as well.
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The returned value is an RGB or RGBA color.
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BlendHSV(hsv1, hsv2, amount)
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Blends between two HSV or HSVA colors using HSV blending, which tends to produce nicer results than regular RGB
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blending because the brightness of the color is left intact. If amount is 0, the first color is the result; if 1,
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the second color is the result. 0.5 produces an average of the two. Values outside the 0 to 1 range are allowed as well.
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The returned value is an HSV or HSVA color.
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BlendRGBasHSV(rgb1, rgb2, amount)
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Like BlendHSV(), but the colors used and the return value are RGB or RGBA colors. The blending is done in HSV form.
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HueToAngle(hue)
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Converts a hue to an angle range of 0 to 360. Angle 0 is red, 120 is green, and 240 is blue.
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AngleToHue(hue)
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Converts an angle to a hue in the valid range.
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RotateHue(hsv, angle)
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Takes an HSV or HSVA value and rotates the hue forward through red, green, and blue by an angle from 0 to 360.
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(Rotating red by 60<36> produces yellow.) The result is another HSV or HSVA color with the same saturation and value
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as the original, but a different hue.
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GrayScale(rgb)
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Takes an RGB or RGBA color and converts it to grayscale. Returns an RGB or RGBA string.
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ColorTone(rgb, tone)
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Similar to GrayScale(), this proc converts an RGB or RGBA color to a range of black -> tone -> white instead of
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using strict shades of gray. The tone value is an RGB color; any alpha value is ignored.
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*/
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/*
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Get Flat Icon DEMO by DarkCampainger
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This is a test for the get flat icon proc, modified approprietly for icons and their states.
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Probably not a good idea to run this unless you want to see how the proc works in detail.
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mob
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icon = 'old_or_unused.dmi'
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icon_state = "green"
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Login()
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// Testing image underlays
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underlays += image(icon='old_or_unused.dmi',icon_state="red")
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underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = 32)
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underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = -32)
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// Testing image overlays
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overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = -32)
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overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = 32)
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overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = -32, pixel_y = -32)
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// Testing icon file overlays (defaults to mob's state)
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overlays += '_flat_demoIcons2.dmi'
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// Testing icon_state overlays (defaults to mob's icon)
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overlays += "white"
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// Testing dynamic icon overlays
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var/icon/I = icon('old_or_unused.dmi', icon_state="aqua")
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I.Shift(NORTH,16,1)
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overlays+=I
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// Testing dynamic image overlays
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I=image(icon=I,pixel_x = -32, pixel_y = 32)
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overlays+=I
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// Testing object types (and layers)
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overlays+=/obj/effect/overlayTest
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loc = locate (10,10,1)
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verb
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Browse_Icon()
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set name = "1. Browse Icon"
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// Give it a name for the cache
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var/iconName = "[ckey(src.name)]_flattened.dmi"
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// Send the icon to src's local cache
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src<<browse_rsc(getFlatIcon(src), iconName)
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// Display the icon in their browser
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src<<browse("<body bgcolor='#000000'><p><img src='[iconName]'></p></body>")
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Output_Icon()
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set name = "2. Output Icon"
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src<<"Icon is: [icon2html(getFlatIcon(src), usr)]"
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Label_Icon()
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set name = "3. Label Icon"
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// Give it a name for the cache
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var/iconName = "[ckey(src.name)]_flattened.dmi"
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// Copy the file to the rsc manually
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var/icon/I = fcopy_rsc(getFlatIcon(src))
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// Send the icon to src's local cache
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src<<browse_rsc(I, iconName)
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// Update the label to show it
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winset(src,"imageLabel","image='\ref[I]'");
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Add_Overlay()
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set name = "4. Add Overlay"
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overlays += image(icon='old_or_unused.dmi',icon_state="yellow",pixel_x = rand(-64,32), pixel_y = rand(-64,32))
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Stress_Test()
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set name = "5. Stress Test"
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for(var/i = 0 to 1000)
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// The third parameter forces it to generate a new one, even if it's already cached
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getFlatIcon(src,0,2)
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if(prob(5))
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Add_Overlay()
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Browse_Icon()
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Cache_Test()
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set name = "6. Cache Test"
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for(var/i = 0 to 1000)
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getFlatIcon(src)
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Browse_Icon()
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obj/effect/overlayTest
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icon = 'old_or_unused.dmi'
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icon_state = "blue"
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pixel_x = -24
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pixel_y = 24
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layer = TURF_LAYER // Should appear below the rest of the overlays
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world
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view = "7x7"
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maxx = 20
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maxy = 20
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maxz = 1
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*/
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#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87))
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/icon/proc/MakeLying()
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var/icon/I = new(src,dir=SOUTH)
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I.BecomeLying()
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return I
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/icon/proc/BecomeLying()
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Turn(90)
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Shift(SOUTH,6)
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Shift(EAST,1)
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/// Multiply all alpha values by this float
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/icon/proc/ChangeOpacity(opacity = 1.0)
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MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,opacity, 0,0,0,0)
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/// Convert to grayscale
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/icon/proc/GrayScale()
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MapColors(0.3,0.3,0.3, 0.59,0.59,0.59, 0.11,0.11,0.11, 0,0,0)
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/icon/proc/ColorTone(tone)
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GrayScale()
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var/list/TONE = ReadRGB(tone)
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var/gray = round(TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11, 1)
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var/icon/upper = (255-gray) ? new(src) : null
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if(gray)
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MapColors(255/gray,0,0, 0,255/gray,0, 0,0,255/gray, 0,0,0)
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Blend(tone, ICON_MULTIPLY)
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else SetIntensity(0)
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if(255-gray)
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upper.Blend(rgb(gray,gray,gray), ICON_SUBTRACT)
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upper.MapColors((255-TONE[1])/(255-gray),0,0,0, 0,(255-TONE[2])/(255-gray),0,0, 0,0,(255-TONE[3])/(255-gray),0, 0,0,0,0, 0,0,0,1)
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Blend(upper, ICON_ADD)
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/// Take the minimum color of two icons; combine transparency as if blending with ICON_ADD
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/icon/proc/MinColors(icon)
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var/icon/I = new(src)
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I.Opaque()
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I.Blend(icon, ICON_SUBTRACT)
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Blend(I, ICON_SUBTRACT)
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/// Take the maximum color of two icons; combine opacity as if blending with ICON_OR
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/icon/proc/MaxColors(icon)
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var/icon/I
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if(isicon(icon))
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I = new(icon)
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else
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// solid color
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I = new(src)
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I.Blend("#000000", ICON_OVERLAY)
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I.SwapColor("#000000", null)
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I.Blend(icon, ICON_OVERLAY)
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var/icon/J = new(src)
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J.Opaque()
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I.Blend(J, ICON_SUBTRACT)
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Blend(I, ICON_OR)
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/// make this icon fully opaque--transparent pixels become black
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/icon/proc/Opaque(background = "#000000")
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SwapColor(null, background)
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MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0,0,0,1)
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/**
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* Change a grayscale icon into a white icon where the original color becomes the alpha
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* I.e., black -> transparent, gray -> translucent white, white -> solid white
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*/
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/icon/proc/BecomeAlphaMask()
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SwapColor(null, "#000000ff") // don't let transparent become gray
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MapColors(0,0,0,0.3, 0,0,0,0.59, 0,0,0,0.11, 0,0,0,0, 1,1,1,0)
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/icon/proc/UseAlphaMask(mask)
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Opaque()
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AddAlphaMask(mask)
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/icon/proc/AddAlphaMask(mask)
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var/icon/M = new(mask)
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M.Blend("#ffffff", ICON_SUBTRACT)
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// apply mask
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Blend(M, ICON_ADD)
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/*
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HSV format is represented as "#hhhssvv" or "#hhhssvvaa"
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Hue ranges from 0 to 0x5ff (1535)
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0x000 = red
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0x100 = yellow
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0x200 = green
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0x300 = cyan
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0x400 = blue
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0x500 = magenta
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Saturation is from 0 to 0xff (255)
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More saturation = more color
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Less saturation = more gray
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Value ranges from 0 to 0xff (255)
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Higher value means brighter color
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*/
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/proc/ReadRGB(rgb)
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if(!rgb) return
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// interpret the HSV or HSVA value
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var/i=1,start=1
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if(text2ascii(rgb) == 35) ++start // skip opening #
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var/ch,which=0,r=0,g=0,b=0,alpha=0,usealpha
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var/digits=0
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for(i=start, i<=length(rgb), ++i)
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ch = text2ascii(rgb, i)
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if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102) break
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++digits
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if(digits == 8) break
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var/single = digits < 6
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if(digits != 3 && digits != 4 && digits != 6 && digits != 8) return
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if(digits == 4 || digits == 8) usealpha = 1
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for(i=start, digits>0, ++i)
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ch = text2ascii(rgb, i)
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if(ch >= 48 && ch <= 57) ch -= 48
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else if(ch >= 65 && ch <= 70) ch -= 55
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else if(ch >= 97 && ch <= 102) ch -= 87
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else break
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--digits
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switch(which)
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if(0)
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r = (r << 4) | ch
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if(single)
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r |= r << 4
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++which
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else if(!(digits & 1)) ++which
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if(1)
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g = (g << 4) | ch
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if(single)
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g |= g << 4
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++which
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else if(!(digits & 1)) ++which
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if(2)
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b = (b << 4) | ch
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if(single)
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||
b |= b << 4
|
||
++which
|
||
else if(!(digits & 1)) ++which
|
||
if(3)
|
||
alpha = (alpha << 4) | ch
|
||
if(single) alpha |= alpha << 4
|
||
|
||
. = list(r, g, b)
|
||
if(usealpha) . += alpha
|
||
|
||
/proc/ReadHSV(hsv)
|
||
if(!hsv) return
|
||
|
||
// interpret the HSV or HSVA value
|
||
var/i=1,start=1
|
||
if(text2ascii(hsv) == 35) ++start // skip opening #
|
||
var/ch,which=0,hue=0,sat=0,val=0,alpha=0,usealpha
|
||
var/digits=0
|
||
for(i=start, i<=length(hsv), ++i)
|
||
ch = text2ascii(hsv, i)
|
||
if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102) break
|
||
++digits
|
||
if(digits == 9) break
|
||
if(digits > 7) usealpha = 1
|
||
if(digits <= 4) ++which
|
||
if(digits <= 2) ++which
|
||
for(i=start, digits>0, ++i)
|
||
ch = text2ascii(hsv, i)
|
||
if(ch >= 48 && ch <= 57) ch -= 48
|
||
else if(ch >= 65 && ch <= 70) ch -= 55
|
||
else if(ch >= 97 && ch <= 102) ch -= 87
|
||
else break
|
||
--digits
|
||
switch(which)
|
||
if(0)
|
||
hue = (hue << 4) | ch
|
||
if(digits == (usealpha ? 6 : 4)) ++which
|
||
if(1)
|
||
sat = (sat << 4) | ch
|
||
if(digits == (usealpha ? 4 : 2)) ++which
|
||
if(2)
|
||
val = (val << 4) | ch
|
||
if(digits == (usealpha ? 2 : 0)) ++which
|
||
if(3)
|
||
alpha = (alpha << 4) | ch
|
||
|
||
. = list(hue, sat, val)
|
||
if(usealpha) . += alpha
|
||
|
||
/proc/HSVtoRGB(hsv)
|
||
if(!hsv) return "#000000"
|
||
var/list/HSV = ReadHSV(hsv)
|
||
if(!HSV) return "#000000"
|
||
|
||
var/hue = HSV[1]
|
||
var/sat = HSV[2]
|
||
var/val = HSV[3]
|
||
|
||
// Compress hue into easier-to-manage range
|
||
hue -= hue >> 8
|
||
if(hue >= 0x5fa) hue -= 0x5fa
|
||
|
||
var/hi,mid,lo,r,g,b
|
||
hi = val
|
||
lo = round((255 - sat) * val / 255, 1)
|
||
mid = lo + round(abs(round(hue, 510) - hue) * (hi - lo) / 255, 1)
|
||
if(hue >= 765)
|
||
if(hue >= 1275) {r=hi; g=lo; b=mid}
|
||
else if(hue >= 1020) {r=mid; g=lo; b=hi }
|
||
else {r=lo; g=mid; b=hi }
|
||
else
|
||
if(hue >= 510) {r=lo; g=hi; b=mid}
|
||
else if(hue >= 255) {r=mid; g=hi; b=lo }
|
||
else {r=hi; g=mid; b=lo }
|
||
|
||
return (HSV.len > 3) ? rgb(r,g,b,HSV[4]) : rgb(r,g,b)
|
||
|
||
/proc/RGBtoHSV(rgb)
|
||
if(!rgb) return "#0000000"
|
||
var/list/RGB = ReadRGB(rgb)
|
||
if(!RGB) return "#0000000"
|
||
|
||
var/r = RGB[1]
|
||
var/g = RGB[2]
|
||
var/b = RGB[3]
|
||
var/hi = max(r,g,b)
|
||
var/lo = min(r,g,b)
|
||
|
||
var/val = hi
|
||
var/sat = hi ? round((hi-lo) * 255 / hi, 1) : 0
|
||
var/hue = 0
|
||
|
||
if(sat)
|
||
var/dir
|
||
var/mid
|
||
if(hi == r)
|
||
if(lo == b) {hue=0; dir=1; mid=g}
|
||
else {hue=1535; dir=-1; mid=b}
|
||
else if(hi == g)
|
||
if(lo == r) {hue=512; dir=1; mid=b}
|
||
else {hue=511; dir=-1; mid=r}
|
||
else if(hi == b)
|
||
if(lo == g) {hue=1024; dir=1; mid=r}
|
||
else {hue=1023; dir=-1; mid=g}
|
||
hue += dir * round((mid-lo) * 255 / (hi-lo), 1)
|
||
|
||
return hsv(hue, sat, val, (RGB.len>3 ? RGB[4] : null))
|
||
|
||
/proc/hsv(hue, sat, val, alpha)
|
||
if(hue < 0 || hue >= 1536) hue %= 1536
|
||
if(hue < 0) hue += 1536
|
||
if((hue & 0xFF) == 0xFF)
|
||
++hue
|
||
if(hue >= 1536) hue = 0
|
||
if(sat < 0) sat = 0
|
||
if(sat > 255) sat = 255
|
||
if(val < 0) val = 0
|
||
if(val > 255) val = 255
|
||
. = "#"
|
||
. += TO_HEX_DIGIT(hue >> 8)
|
||
. += TO_HEX_DIGIT(hue >> 4)
|
||
. += TO_HEX_DIGIT(hue)
|
||
. += TO_HEX_DIGIT(sat >> 4)
|
||
. += TO_HEX_DIGIT(sat)
|
||
. += TO_HEX_DIGIT(val >> 4)
|
||
. += TO_HEX_DIGIT(val)
|
||
if(!isnull(alpha))
|
||
if(alpha < 0) alpha = 0
|
||
if(alpha > 255) alpha = 255
|
||
. += TO_HEX_DIGIT(alpha >> 4)
|
||
. += TO_HEX_DIGIT(alpha)
|
||
|
||
/*
|
||
Smooth blend between HSV colors
|
||
|
||
amount=0 is the first color
|
||
amount=1 is the second color
|
||
amount=0.5 is directly between the two colors
|
||
|
||
amount<0 or amount>1 are allowed
|
||
*/
|
||
/proc/BlendHSV(hsv1, hsv2, amount)
|
||
var/list/HSV1 = ReadHSV(hsv1)
|
||
var/list/HSV2 = ReadHSV(hsv2)
|
||
|
||
// add missing alpha if needed
|
||
if(HSV1.len < HSV2.len) HSV1 += 255
|
||
else if(HSV2.len < HSV1.len) HSV2 += 255
|
||
var/usealpha = HSV1.len > 3
|
||
|
||
// normalize hsv values in case anything is screwy
|
||
if(HSV1[1] > 1536) HSV1[1] %= 1536
|
||
if(HSV2[1] > 1536) HSV2[1] %= 1536
|
||
if(HSV1[1] < 0) HSV1[1] += 1536
|
||
if(HSV2[1] < 0) HSV2[1] += 1536
|
||
if(!HSV1[3]) {HSV1[1] = 0; HSV1[2] = 0}
|
||
if(!HSV2[3]) {HSV2[1] = 0; HSV2[2] = 0}
|
||
|
||
// no value for one color means don't change saturation
|
||
if(!HSV1[3]) HSV1[2] = HSV2[2]
|
||
if(!HSV2[3]) HSV2[2] = HSV1[2]
|
||
// no saturation for one color means don't change hues
|
||
if(!HSV1[2]) HSV1[1] = HSV2[1]
|
||
if(!HSV2[2]) HSV2[1] = HSV1[1]
|
||
|
||
// Compress hues into easier-to-manage range
|
||
HSV1[1] -= HSV1[1] >> 8
|
||
HSV2[1] -= HSV2[1] >> 8
|
||
|
||
var/hue_diff = HSV2[1] - HSV1[1]
|
||
if(hue_diff > 765) hue_diff -= 1530
|
||
else if(hue_diff <= -765) hue_diff += 1530
|
||
|
||
var/hue = round(HSV1[1] + hue_diff * amount, 1)
|
||
var/sat = round(HSV1[2] + (HSV2[2] - HSV1[2]) * amount, 1)
|
||
var/val = round(HSV1[3] + (HSV2[3] - HSV1[3]) * amount, 1)
|
||
var/alpha = usealpha ? round(HSV1[4] + (HSV2[4] - HSV1[4]) * amount, 1) : null
|
||
|
||
// normalize hue
|
||
if(hue < 0 || hue >= 1530) hue %= 1530
|
||
if(hue < 0) hue += 1530
|
||
// decompress hue
|
||
hue += round(hue / 255)
|
||
|
||
return hsv(hue, sat, val, alpha)
|
||
|
||
/*
|
||
Smooth blend between RGB colors
|
||
|
||
amount=0 is the first color
|
||
amount=1 is the second color
|
||
amount=0.5 is directly between the two colors
|
||
|
||
amount<0 or amount>1 are allowed
|
||
*/
|
||
/proc/BlendRGB(rgb1, rgb2, amount)
|
||
var/cachekey = "[rgb1]_[rgb2]_[amount]"
|
||
. = SSicon_cache.rgb_blend_cache[cachekey]
|
||
if (.)
|
||
return
|
||
|
||
var/list/RGB1 = ReadRGB(rgb1)
|
||
var/list/RGB2 = ReadRGB(rgb2)
|
||
|
||
// add missing alpha if needed
|
||
if(RGB1.len < RGB2.len) RGB1 += 255
|
||
else if(RGB2.len < RGB1.len) RGB2 += 255
|
||
var/usealpha = RGB1.len > 3
|
||
|
||
var/r = round(RGB1[1] + (RGB2[1] - RGB1[1]) * amount, 1)
|
||
var/g = round(RGB1[2] + (RGB2[2] - RGB1[2]) * amount, 1)
|
||
var/b = round(RGB1[3] + (RGB2[3] - RGB1[3]) * amount, 1)
|
||
var/alpha = usealpha ? round(RGB1[4] + (RGB2[4] - RGB1[4]) * amount, 1) : null
|
||
|
||
. = isnull(alpha) ? rgb(r, g, b) : rgb(r, g, b, alpha)
|
||
SSicon_cache.rgb_blend_cache[cachekey] = .
|
||
|
||
/proc/BlendRGBasHSV(rgb1, rgb2, amount)
|
||
return HSVtoRGB(RGBtoHSV(rgb1), RGBtoHSV(rgb2), amount)
|
||
|
||
/proc/HueToAngle(hue)
|
||
// normalize hsv in case anything is screwy
|
||
if(hue < 0 || hue >= 1536) hue %= 1536
|
||
if(hue < 0) hue += 1536
|
||
// Compress hue into easier-to-manage range
|
||
hue -= hue >> 8
|
||
return hue / (1530/360)
|
||
|
||
/proc/AngleToHue(angle)
|
||
// normalize hsv in case anything is screwy
|
||
if(angle < 0 || angle >= 360) angle -= 360 * round(angle / 360)
|
||
var/hue = angle * (1530/360)
|
||
// Decompress hue
|
||
hue += round(hue / 255)
|
||
return hue
|
||
|
||
|
||
// positive angle rotates forward through red->green->blue
|
||
/proc/RotateHue(hsv, angle)
|
||
var/list/HSV = ReadHSV(hsv)
|
||
|
||
// normalize hsv in case anything is screwy
|
||
if(HSV[1] >= 1536) HSV[1] %= 1536
|
||
if(HSV[1] < 0) HSV[1] += 1536
|
||
|
||
// Compress hue into easier-to-manage range
|
||
HSV[1] -= HSV[1] >> 8
|
||
|
||
if(angle < 0 || angle >= 360) angle -= 360 * round(angle / 360)
|
||
HSV[1] = round(HSV[1] + angle * (1530/360), 1)
|
||
|
||
// normalize hue
|
||
if(HSV[1] < 0 || HSV[1] >= 1530) HSV[1] %= 1530
|
||
if(HSV[1] < 0) HSV[1] += 1530
|
||
// decompress hue
|
||
HSV[1] += round(HSV[1] / 255)
|
||
|
||
return hsv(HSV[1], HSV[2], HSV[3], (HSV.len > 3 ? HSV[4] : null))
|
||
|
||
// Convert an rgb color to grayscale
|
||
/proc/GrayScale(rgb)
|
||
var/list/RGB = ReadRGB(rgb)
|
||
var/gray = RGB[1]*0.3 + RGB[2]*0.59 + RGB[3]*0.11
|
||
return (RGB.len > 3) ? rgb(gray, gray, gray, RGB[4]) : rgb(gray, gray, gray)
|
||
|
||
// Change grayscale color to black->tone->white range
|
||
/proc/ColorTone(rgb, tone)
|
||
var/list/RGB = ReadRGB(rgb)
|
||
var/list/TONE = ReadRGB(tone)
|
||
|
||
var/gray = RGB[1]*0.3 + RGB[2]*0.59 + RGB[3]*0.11
|
||
var/tone_gray = TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11
|
||
|
||
if(gray <= tone_gray) return BlendRGB("#000000", tone, gray/(tone_gray || 1))
|
||
else return BlendRGB(tone, "#ffffff", (gray-tone_gray)/((255-tone_gray) || 1))
|
||
|
||
|
||
/// Create a single [/icon] from a given [/atom] or [/image].
|
||
///
|
||
/// Very low-performance. Should usually only be used for HTML, where BYOND's
|
||
/// appearance system (overlays/underlays, etc.) is not available.
|
||
///
|
||
/// Only the first argument is required.
|
||
/proc/getFlatIcon(image/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE, ignore_parent_dir = FALSE)
|
||
//Define... defines.
|
||
var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing")
|
||
|
||
#define BLANK icon(flat_template)
|
||
#define SET_SELF(SETVAR) do { \
|
||
var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null); \
|
||
if(A.alpha<255) { \
|
||
SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);\
|
||
} \
|
||
if(A.color) { \
|
||
if(islist(A.color)){ \
|
||
SELF_ICON.MapColors(arglist(A.color))} \
|
||
else{ \
|
||
SELF_ICON.Blend(A.color,ICON_MULTIPLY)} \
|
||
} \
|
||
##SETVAR=SELF_ICON;\
|
||
} while (0)
|
||
#define INDEX_X_LOW 1
|
||
#define INDEX_X_HIGH 2
|
||
#define INDEX_Y_LOW 3
|
||
#define INDEX_Y_HIGH 4
|
||
|
||
#define flatX1 flat_size[INDEX_X_LOW]
|
||
#define flatX2 flat_size[INDEX_X_HIGH]
|
||
#define flatY1 flat_size[INDEX_Y_LOW]
|
||
#define flatY2 flat_size[INDEX_Y_HIGH]
|
||
#define addX1 add_size[INDEX_X_LOW]
|
||
#define addX2 add_size[INDEX_X_HIGH]
|
||
#define addY1 add_size[INDEX_Y_LOW]
|
||
#define addY2 add_size[INDEX_Y_HIGH]
|
||
|
||
if(!A || A.alpha <= 0)
|
||
return BLANK
|
||
|
||
var/noIcon = FALSE
|
||
if(start)
|
||
if(!defdir)
|
||
defdir = A.dir
|
||
if(!deficon)
|
||
deficon = A.icon
|
||
if(!defstate)
|
||
defstate = A.icon_state
|
||
if(!defblend)
|
||
defblend = A.blend_mode
|
||
|
||
var/curicon = A.icon || deficon
|
||
var/curstate = A.icon_state || defstate
|
||
|
||
if(!((noIcon = (!curicon))))
|
||
var/curstates = icon_states(curicon)
|
||
if(!(curstate in curstates))
|
||
if("" in curstates)
|
||
curstate = ""
|
||
else
|
||
noIcon = TRUE // Do not render this object.
|
||
|
||
var/curdir
|
||
var/base_icon_dir //We'll use this to get the icon state to display if not null BUT NOT pass it to overlays as the dir we have
|
||
|
||
//These should use the parent's direction (most likely)
|
||
if(!A.dir || A.dir == SOUTH || ignore_parent_dir)
|
||
curdir = defdir
|
||
else
|
||
curdir = A.dir
|
||
|
||
//Try to remove/optimize this section ASAP, CPU hog.
|
||
//Determines if there's directionals.
|
||
if(!noIcon && curdir != SOUTH)
|
||
var/exist = FALSE
|
||
var/static/list/checkdirs = list(NORTH, EAST, WEST)
|
||
for(var/i in checkdirs) //Not using GLOB for a reason.
|
||
if(length(icon_states(icon(curicon, curstate, i))))
|
||
exist = TRUE
|
||
break
|
||
if(!exist)
|
||
base_icon_dir = SOUTH
|
||
//
|
||
|
||
if(!base_icon_dir)
|
||
base_icon_dir = curdir
|
||
|
||
ASSERT(!BLEND_DEFAULT) //I might just be stupid but lets make sure this define is 0.
|
||
|
||
var/curblend = A.blend_mode || defblend
|
||
|
||
if(A.overlays.len || A.underlays.len)
|
||
var/icon/flat = BLANK
|
||
// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
|
||
var/list/layers = list()
|
||
var/image/copy
|
||
// Add the atom's icon itself, without pixel_x/y offsets.
|
||
if(!noIcon)
|
||
copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=base_icon_dir)
|
||
copy.color = A.color
|
||
copy.alpha = A.alpha
|
||
copy.blend_mode = curblend
|
||
layers[copy] = A.layer
|
||
|
||
// Loop through the underlays, then overlays, sorting them into the layers list
|
||
for(var/process_set in 0 to 1)
|
||
var/list/process = process_set? A.overlays : A.underlays
|
||
for(var/i in 1 to process.len)
|
||
var/image/current = process[i]
|
||
if(!current)
|
||
continue
|
||
if(current.plane != FLOAT_PLANE && current.plane != A.plane)
|
||
continue
|
||
var/current_layer = current.layer
|
||
if(current_layer < 0)
|
||
if(current_layer <= -1000)
|
||
return flat
|
||
current_layer = process_set + A.layer + current_layer / 1000
|
||
|
||
for(var/p in 1 to layers.len)
|
||
var/image/cmp = layers[p]
|
||
if(current_layer < layers[cmp])
|
||
layers.Insert(p, current)
|
||
break
|
||
layers[current] = current_layer
|
||
|
||
//sortTim(layers, GLOBAL_PROC_REF(cmp_image_layer_asc))
|
||
|
||
var/icon/add // Icon of overlay being added
|
||
|
||
// Current dimensions of flattened icon
|
||
var/list/flat_size = list(1, flat.Width(), 1, flat.Height())
|
||
// Dimensions of overlay being added
|
||
var/list/add_size[4]
|
||
var/blend_color = A.color ? TRUE : FALSE
|
||
|
||
for(var/V in layers)
|
||
var/image/I = V
|
||
if(I.alpha == 0)
|
||
continue
|
||
|
||
if(blend_color && I.appearance_flags == RESET_COLOR)
|
||
blend_color = FALSE
|
||
|
||
if(I == copy) // 'I' is an /image based on the object being flattened.
|
||
curblend = BLEND_OVERLAY
|
||
add = icon(I.icon, I.icon_state, base_icon_dir)
|
||
else // 'I' is an appearance object.
|
||
add = getFlatIcon(image(I), curdir, curicon, curstate, curblend, FALSE, no_anim)
|
||
if(!add)
|
||
continue
|
||
// Find the new dimensions of the flat icon to fit the added overlay
|
||
add_size = list(
|
||
min(flatX1, I.pixel_x+1),
|
||
max(flatX2, I.pixel_x+add.Width()),
|
||
min(flatY1, I.pixel_y+1),
|
||
max(flatY2, I.pixel_y+add.Height())
|
||
)
|
||
|
||
if(flat_size ~! add_size)
|
||
// Resize the flattened icon so the new icon fits
|
||
flat.Crop(
|
||
addX1 - flatX1 + 1,
|
||
addY1 - flatY1 + 1,
|
||
addX2 - flatX1 + 1,
|
||
addY2 - flatY1 + 1
|
||
)
|
||
flat_size = add_size.Copy()
|
||
|
||
// Blend the overlay into the flattened icon
|
||
flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1)
|
||
|
||
if(A.color && blend_color)
|
||
if(islist(A.color))
|
||
flat.MapColors(arglist(A.color))
|
||
else
|
||
flat.Blend(A.color, ICON_MULTIPLY)
|
||
|
||
if(A.alpha < 255)
|
||
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
|
||
|
||
if(no_anim)
|
||
//Clean up repeated frames
|
||
var/icon/cleaned = new /icon()
|
||
cleaned.Insert(flat, "", SOUTH, 1, 0)
|
||
. = cleaned
|
||
else
|
||
. = icon(flat, "", SOUTH)
|
||
else //There's no overlays.
|
||
if(!noIcon)
|
||
SET_SELF(.)
|
||
|
||
//Clear defines
|
||
#undef flatX1
|
||
#undef flatX2
|
||
#undef flatY1
|
||
#undef flatY2
|
||
#undef addX1
|
||
#undef addX2
|
||
#undef addY1
|
||
#undef addY2
|
||
|
||
#undef INDEX_X_LOW
|
||
#undef INDEX_X_HIGH
|
||
#undef INDEX_Y_LOW
|
||
#undef INDEX_Y_HIGH
|
||
|
||
#undef BLANK
|
||
#undef SET_SELF
|
||
|
||
/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
|
||
var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
|
||
for(var/I in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
|
||
if(I:layer>A.layer) continue//If layer is greater than what we need, skip it.
|
||
var/icon/image_overlay = new(I:icon,I:icon_state)//Blend only works with icon objects.
|
||
//Also, icons cannot directly set icon_state. Slower than changing variables but whatever.
|
||
alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay.
|
||
return alpha_mask//And now return the mask.
|
||
|
||
/mob/proc/AddCamoOverlay(atom/A)//A is the atom which we are using as the overlay.
|
||
var/icon/opacity_icon = new(A.icon, A.icon_state)//Don't really care for overlays/underlays.
|
||
//Now we need to culculate overlays+underlays and add them together to form an image for a mask.
|
||
//var/icon/alpha_mask = getFlatIcon(src)//Accurate but SLOW. Not designed for running each tick. Could have other uses I guess.
|
||
var/icon/alpha_mask = getIconMask(src)//Which is why I created that proc. Also a little slow since it's blending a bunch of icons together but good enough.
|
||
opacity_icon.AddAlphaMask(alpha_mask)//Likely the main source of lag for this proc. Probably not designed to run each tick.
|
||
opacity_icon.ChangeOpacity(0.4)//Front end for MapColors so it's fast. 0.5 means half opacity and looks the best in my opinion.
|
||
for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
|
||
var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
|
||
switch(i)//Now to determine offset so the result is somewhat blurred.
|
||
if(1) I.pixel_x--
|
||
if(2) I.pixel_x++
|
||
if(3) I.pixel_y--
|
||
if(4) I.pixel_y++
|
||
overlays += I//And finally add the overlay.
|
||
|
||
/proc/build_disappear_icon(atom/A)
|
||
var/icon/disappear_icon = new(getFlatIcon(A))
|
||
var/W = disappear_icon.Width()
|
||
var/H = disappear_icon.Height()
|
||
var/icon/T = icon('icons/effects/effects.dmi',"disappear")
|
||
if(W != world.icon_size || H != world.icon_size)
|
||
T.Scale(W, H)
|
||
T.BecomeAlphaMask()
|
||
disappear_icon.MapColors(rgb(45,45,45), rgb(70,70,70), rgb(30,30,30), rgb(0,0,0))
|
||
disappear_icon.AddAlphaMask(T)
|
||
return disappear_icon
|
||
|
||
//For photo camera.
|
||
/proc/build_composite_icon(atom/A)
|
||
var/icon/composite = icon(A.icon, A.icon_state, A.dir, 1)
|
||
for(var/O in A.overlays)
|
||
var/image/I = O
|
||
composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY)
|
||
return composite
|
||
|
||
/proc/adjust_brightness(var/color, var/value)
|
||
if (!color) return "#FFFFFF"
|
||
if (!value) return color
|
||
|
||
var/list/RGB = ReadRGB(color)
|
||
RGB[1] = Clamp(RGB[1]+value,0,255)
|
||
RGB[2] = Clamp(RGB[2]+value,0,255)
|
||
RGB[3] = Clamp(RGB[3]+value,0,255)
|
||
return rgb(RGB[1],RGB[2],RGB[3])
|
||
|
||
/proc/sort_atoms_by_layer(var/list/atoms)
|
||
// Comb sort icons based on levels
|
||
var/list/result = atoms.Copy()
|
||
var/gap = result.len
|
||
var/swapped = 1
|
||
while (gap > 1 || swapped)
|
||
swapped = 0
|
||
if(gap > 1)
|
||
gap = round(gap / 1.3) // 1.3 is the emperic comb sort coefficient
|
||
if(gap < 1)
|
||
gap = 1
|
||
for(var/i = 1; gap + i <= result.len; i++)
|
||
var/atom/l = result[i] //Fucking hate
|
||
var/atom/r = result[gap+i] //how lists work here
|
||
if(l.layer > r.layer) //no "result[i].layer" for me
|
||
result.Swap(i, gap + i)
|
||
swapped = 1
|
||
return result
|
||
|
||
/*
|
||
generate_image function generates image of specified range and location
|
||
arguments tx, ty, tz are target coordinates (requred), range defines render distance to opposite corner (requred)
|
||
cap_mode is capturing mode (optional), user is capturing mob (requred only wehen cap_mode = CAPTURE_MODE_REGULAR),
|
||
lighting determines lighting capturing (optional), suppress_errors suppreses errors and continues to capture (optional).
|
||
*/
|
||
/proc/generate_image(var/tx as num, var/ty as num, var/tz as num, var/range as num, var/cap_mode = CAPTURE_MODE_PARTIAL, var/mob/living/user, var/lighting = 1, var/suppress_errors = 1)
|
||
var/list/turfstocapture = list()
|
||
//Lines below determine what tiles will be rendered
|
||
for(var/xoff = 0 to range)
|
||
for(var/yoff = 0 to range)
|
||
var/turf/T = locate(tx + xoff,ty + yoff,tz)
|
||
if(T)
|
||
if(cap_mode == CAPTURE_MODE_REGULAR)
|
||
if(user.can_capture_turf(T))
|
||
turfstocapture.Add(T)
|
||
continue
|
||
else
|
||
turfstocapture.Add(T)
|
||
else
|
||
//Capture includes non-existan turfs
|
||
if(!suppress_errors)
|
||
return
|
||
|
||
return generate_image_from_turfs(locate(tx, ty, tz), turfstocapture, range, cap_mode, user, lighting)
|
||
|
||
/proc/generate_image_from_turfs(turf/topleft, list/turf/turfstocapture, range as num, cap_mode = CAPTURE_MODE_PARTIAL, mob/living/user, lighting = TRUE)
|
||
var/tx = topleft.x
|
||
var/ty = topleft.y
|
||
//Lines below determine what objects will be rendered
|
||
var/list/atoms = list()
|
||
for(var/turf/T in turfstocapture)
|
||
atoms += T
|
||
for(var/atom/A in T)
|
||
if(istype(A, /atom/movable/lighting_overlay)) //Special case for lighting
|
||
continue
|
||
|
||
if(A.invisibility)
|
||
continue
|
||
|
||
atoms += A
|
||
|
||
//Lines below actually render all collected data
|
||
atoms = sort_atoms_by_layer(atoms)
|
||
var/icon/cap = icon('icons/effects/96x96.dmi', "")
|
||
cap.Scale(range*32, range*32)
|
||
cap.Blend("#000", ICON_OVERLAY)
|
||
for(var/atom/A in atoms)
|
||
if(A)
|
||
var/icon/img = getFlatIcon(A)
|
||
if(istype(img, /icon))
|
||
if(istype(A, /mob/living) && A:lying)
|
||
img.BecomeLying()
|
||
var/xoff = (A.x - tx) * 32
|
||
var/yoff = (A.y - ty) * 32
|
||
cap.Blend(img, blendMode2iconMode(A.blend_mode), A.pixel_x + xoff, A.pixel_y + yoff)
|
||
|
||
if (lighting)
|
||
for (var/turf/T in turfstocapture)
|
||
var/icon/im = new(LIGHTING_ICON, "blank")
|
||
var/color = T.get_avg_color() // We're going to lose some detail, but it's all we can do without color matrixes.
|
||
if (color)
|
||
im.Blend(color, ICON_MULTIPLY)
|
||
cap.Blend(im, ICON_MULTIPLY, (T.x - tx) * 32, (T.y - ty) * 32)
|
||
|
||
return cap
|
||
|
||
/proc/percentage_to_colour(var/P)
|
||
//Takes a value between 0-1
|
||
//Returns a colour - pure green if 1, pure red if 0
|
||
//Inbetween values will gradiant through green, yellow, orange, red
|
||
|
||
|
||
var/green = min(1, P*2)*255
|
||
var/red = 255 - (min(1, (P-0.5)*2)*255)
|
||
//var/green = (max(0, P-0.5)*2)*255
|
||
//var/red = 255 - (min(1, P*2)*255)
|
||
|
||
return rgb(red,green,0)
|
||
|
||
/**
|
||
* Converts an icon to base64. Operates by putting the icon in the iconCache savefile,
|
||
* exporting it as text, and then parsing the base64 from that.
|
||
* (This relies on byond automatically storing icons in savefiles as base64)
|
||
*/
|
||
/proc/icon2base64(icon/icon)
|
||
if (!isicon(icon))
|
||
return FALSE
|
||
var/savefile/dummySave = new("tmp/dummySave.sav")
|
||
to_file(dummySave["dummy"], icon)
|
||
var/iconData = dummySave.ExportText("dummy")
|
||
var/list/partial = splittext(iconData, "{")
|
||
. = replacetext(copytext_char(partial[2], 3, -5), "\n", "") //if cleanup fails we want to still return the correct base64
|
||
dummySave.Unlock()
|
||
dummySave = null
|
||
fdel("tmp/dummySave.sav") //if you get the idea to try and make this more optimized, make sure to still call unlock on the savefile after every write to unlock it.
|
||
|
||
/// generates a filename for a given asset.
|
||
/// like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension)
|
||
/// used so that certain asset files dont have to be hashed twice
|
||
/proc/generate_and_hash_rsc_file(file, dmi_file_path)
|
||
var/rsc_ref = fcopy_rsc(file)
|
||
var/hash
|
||
//if we have a valid dmi file path we can trust md5'ing the rsc file because we know it doesnt have the bug described in http://www.byond.com/forum/post/2611357
|
||
if(dmi_file_path)
|
||
hash = md5(rsc_ref)
|
||
else //otherwise, we need to do the expensive fcopy() workaround
|
||
hash = md5asfile(rsc_ref)
|
||
|
||
return list(rsc_ref, hash, "asset.[hash]")
|
||
|
||
///given a text string, returns whether it is a valid dmi icons folder path
|
||
/proc/is_valid_dmi_file(icon_path)
|
||
if(!istext(icon_path) || !length(icon_path))
|
||
return FALSE
|
||
|
||
var/is_in_icon_folder = findtextEx(icon_path, "icons/")
|
||
var/is_dmi_file = findtextEx(icon_path, ".dmi")
|
||
|
||
if(is_in_icon_folder && is_dmi_file)
|
||
return TRUE
|
||
return FALSE
|
||
|
||
/// given an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path.
|
||
/// a weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc,
|
||
/// but stringifying rsc references returns a dmi file path
|
||
/// ONLY if that icon represents a completely unchanged dmi file from when the game was compiled.
|
||
/// so if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns ""
|
||
/proc/get_icon_dmi_path(icon/icon)
|
||
/// the dmi file path we attempt to return if the given object argument is associated with a stringifiable icon
|
||
/// if successful, this looks like "icons/path/to/dmi_file.dmi"
|
||
var/icon_path = ""
|
||
|
||
if(isatom(icon) || istype(icon, /image) || istype(icon, /mutable_appearance))
|
||
var/atom/atom_icon = icon
|
||
icon = atom_icon.icon
|
||
//atom icons compiled in from 'icons/path/to/dmi_file.dmi' are weird and not really icon objects that you generate with icon().
|
||
//if theyre unchanged dmi's then they're stringifiable to "icons/path/to/dmi_file.dmi"
|
||
|
||
if(isicon(icon) && isfile(icon))
|
||
//icons compiled in from 'icons/path/to/dmi_file.dmi' at compile time are weird and arent really /icon objects,
|
||
///but they pass both isicon() and isfile() checks. theyre the easiest case since stringifying them gives us the path we want
|
||
var/icon_ref = text_ref(icon)
|
||
var/locate_icon_string = "[locate(icon_ref)]"
|
||
|
||
icon_path = locate_icon_string
|
||
|
||
else if(isicon(icon) && "[icon]" == "/icon")
|
||
// icon objects generated from icon() at runtime are icons, but they ARENT files themselves, they represent icon files.
|
||
// if the files they represent are compile time dmi files in the rsc, then
|
||
// the rsc reference returned by fcopy_rsc() will be stringifiable to "icons/path/to/dmi_file.dmi"
|
||
var/rsc_ref = fcopy_rsc(icon)
|
||
|
||
var/icon_ref = text_ref(rsc_ref)
|
||
|
||
var/icon_path_string = "[locate(icon_ref)]"
|
||
|
||
icon_path = icon_path_string
|
||
|
||
else if(istext(icon))
|
||
var/rsc_ref = fcopy_rsc(icon)
|
||
//if its the text path of an existing dmi file, the rsc reference returned by fcopy_rsc() will be stringifiable to a dmi path
|
||
|
||
var/rsc_ref_ref = text_ref(rsc_ref)
|
||
var/rsc_ref_string = "[locate(rsc_ref_ref)]"
|
||
|
||
icon_path = rsc_ref_string
|
||
|
||
if(is_valid_dmi_file(icon_path))
|
||
return icon_path
|
||
|
||
return FALSE
|
||
|
||
|
||
/**
|
||
* generate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target.
|
||
* Arguments:
|
||
* * thing - either a /icon object, or an object that has an appearance (atom, image, mutable_appearance).
|
||
* * target - either a reference to or a list of references to /client's or mobs with clients
|
||
* * icon_state - string to force a particular icon_state for the icon to be used
|
||
* * dir - dir number to force a particular direction for the icon to be used
|
||
* * frame - what frame of the icon_state's animation for the icon being used
|
||
* * moving - whether or not to use a moving state for the given icon
|
||
* * sourceonly - if TRUE, only generate the asset and send back the asset url, instead of tags that display the icon to players
|
||
* * extra_clases - string of extra css classes to use when returning the icon string
|
||
*/
|
||
/proc/icon2html(atom/thing, client/target, icon_state, dir = SOUTH, frame = 1, moving = FALSE, sourceonly = FALSE, extra_classes = null)
|
||
if (!thing)
|
||
return
|
||
|
||
var/key
|
||
var/icon/icon2collapse = thing
|
||
|
||
if (!target)
|
||
return
|
||
if (target == world)
|
||
target = clients
|
||
|
||
var/list/targets
|
||
if (!islist(target))
|
||
targets = list(target)
|
||
else
|
||
targets = target
|
||
if(!length(targets))
|
||
return
|
||
|
||
//check if the given object is associated with a dmi file in the icons folder. if it is then we dont need to do a lot of work
|
||
//for asset generation to get around byond limitations
|
||
var/icon_path = get_icon_dmi_path(thing)
|
||
|
||
if (!isicon(icon2collapse))
|
||
if (isfile(thing)) //special snowflake
|
||
var/name = sanitize_filename("[generate_asset_name(thing)].png")
|
||
if (!SSassets.cache[name])
|
||
SSassets.transport.register_asset(name, thing)
|
||
for (var/thing2 in targets)
|
||
SSassets.transport.send_assets(thing2, name)
|
||
if(sourceonly)
|
||
return SSassets.transport.get_asset_url(name)
|
||
return "<img class='[extra_classes] icon icon-misc' src='[SSassets.transport.get_asset_url(name)]'>"
|
||
|
||
//its either an atom, image, or mutable_appearance, we want its icon var
|
||
icon2collapse = thing.icon
|
||
|
||
if (isnull(icon_state))
|
||
icon_state = thing.icon_state
|
||
//Despite casting to atom, this code path supports mutable appearances, so let's be nice to them
|
||
if(isnull(icon_state) || (isatom(thing) && thing.flags & HTML_USE_INITAL_ICON))
|
||
icon_state = initial(thing.icon_state)
|
||
if (isnull(dir))
|
||
dir = initial(thing.dir)
|
||
|
||
if (isnull(dir))
|
||
dir = thing.dir
|
||
|
||
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
|
||
var/icon/temp = icon2collapse
|
||
icon2collapse = icon()
|
||
icon2collapse.Insert(temp, dir = SOUTH)
|
||
dir = SOUTH
|
||
else
|
||
if (isnull(dir))
|
||
dir = SOUTH
|
||
if (isnull(icon_state))
|
||
icon_state = ""
|
||
|
||
icon2collapse = icon(icon2collapse, icon_state, dir, frame, moving)
|
||
|
||
var/list/name_and_ref = generate_and_hash_rsc_file(icon2collapse, icon_path)//pretend that tuples exist
|
||
|
||
var/rsc_ref = name_and_ref[1] //weird object thats not even readable to the debugger, represents a reference to the icons rsc entry
|
||
var/file_hash = name_and_ref[2]
|
||
key = "[name_and_ref[3]].png"
|
||
|
||
if(!SSassets.cache[key])
|
||
SSassets.transport.register_asset(key, rsc_ref, file_hash, icon_path)
|
||
for (var/client_target in targets)
|
||
SSassets.transport.send_assets(client_target, key)
|
||
if(sourceonly)
|
||
return SSassets.transport.get_asset_url(key)
|
||
return "<img class='[extra_classes] icon icon-[icon_state]' src='[SSassets.transport.get_asset_url(key)]'>"
|
||
|
||
/proc/icon2base64html(thing)
|
||
if (!thing)
|
||
return
|
||
var/static/list/bicon_cache = list()
|
||
if (isicon(thing))
|
||
var/icon/I = thing
|
||
var/icon_base64 = icon2base64(I)
|
||
|
||
if (I.Height() > world.icon_size || I.Width() > world.icon_size)
|
||
var/icon_md5 = md5(icon_base64)
|
||
icon_base64 = bicon_cache[icon_md5]
|
||
if (!icon_base64) // Doesn't exist yet, make it.
|
||
bicon_cache[icon_md5] = icon_base64 = icon2base64(I)
|
||
|
||
|
||
return "<img class='icon icon-misc' src='data:image/png;base64,[icon_base64]'>"
|
||
|
||
// Either an atom or somebody fucked up and is gonna get a runtime, which I'm fine with.
|
||
var/atom/A = thing
|
||
var/key = "[istype(A.icon, /icon) ? "[ref(A.icon)]" : A.icon]:[A.icon_state]"
|
||
|
||
|
||
if (!bicon_cache[key]) // Doesn't exist, make it.
|
||
var/icon/I = icon(A.icon, A.icon_state, SOUTH, 1)
|
||
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
|
||
var/icon/temp = I
|
||
I = icon()
|
||
I.Insert(temp, dir = SOUTH)
|
||
|
||
bicon_cache[key] = icon2base64(I)
|
||
|
||
return "<img class='icon icon-[A.icon_state]' src='data:image/png;base64,[bicon_cache[key]]'>"
|
||
|
||
//Costlier version of icon2html() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
|
||
/proc/costly_icon2html(thing, target, sourceonly = FALSE)
|
||
if (!thing)
|
||
return
|
||
|
||
if (isicon(thing))
|
||
return icon2html(thing, target)
|
||
|
||
var/icon/I = getFlatIcon(thing)
|
||
return icon2html(I, target, sourceonly = sourceonly)
|