Files
Aurora.3/code/_helpers/icon_smoothing.dm
Lohikar 41e39f52d1 Wall Icon Refactor (#3023)
changes:

Atom types can now define custom adjacency code for the smoothing system.
Walls now draw using the generic icon smoothing system.
Walls now pre-bake colors into their icons instead of doing it client-side with the color var.
Walls can now use the SSoverlay appearance cache; wall icon updates should be faster.
The "rusty" wall type now actually works.
Smoothing now uses mutable_appearance instead of image in some places.
Should be a bit easier on clients, though I haven't done profiling.

This PR breaks 510 compatibility.
2017-07-15 16:22:21 +03:00

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//generic (by snowflake) tile smoothing code; smooth your icons with this!
/*
Each tile is divided in 4 corners, each corner has an image associated to it; the tile is then overlayed by these 4 images
To use this, just set your atom's 'smooth' var to 1. If your atom can be moved/unanchored, set its 'can_be_unanchored' var to 1.
If you don't want your atom's icon to smooth with anything but atoms of the same type, set the list 'canSmoothWith' to null;
Otherwise, put all types you want the atom icon to smooth with in 'canSmoothWith' INCLUDING THE TYPE OF THE ATOM ITSELF.
Each atom has its own icon file with all the possible corner states. See ExampleInput.dmi in tools/SS13SmoothingCutter for a template.
DIAGONAL SMOOTHING INSTRUCTIONS
To make your atom smooth diagonally you need all the proper icon states (see 'tools/SS13SmoothingCutter/ExampleDiagInput.dmi' for a template) and
to add the 'SMOOTH_DIAGONAL' flag to the atom's smooth var (in addition to either SMOOTH_TRUE or SMOOTH_MORE).
For turfs, what appears under the diagonal corners depends on the turf that was in the same position previously: if you make a wall on
a plating floor, you will see plating under the diagonal wall corner, if it was space, you will see space.
If you wish to map a diagonal wall corner with a fixed underlay, you must configure the turf's 'fixed_underlay' list var, like so:
fixed_underlay = list("icon"='icon_file.dmi', "icon_state"="iconstatename")
A non null 'fixed_underlay' list var will skip copying the previous turf appearance and always use the list. If the list is
not set properly, the underlay will default to regular floor plating.
*/
//Redefinitions of the diagonal directions so they can be stored in one var without conflicts
#define N_NORTH 2
#define N_SOUTH 4
#define N_EAST 16
#define N_WEST 256
#define N_NORTHEAST 32
#define N_NORTHWEST 512
#define N_SOUTHEAST 64
#define N_SOUTHWEST 1024
#define SMOOTH_FALSE 0 //not smooth
#define SMOOTH_TRUE 1 //smooths with exact specified types or just itself
#define SMOOTH_MORE 2 //smooths with all subtypes of specified types or just itself (this value can replace SMOOTH_TRUE)
#define SMOOTH_DIAGONAL 4 //if atom should smooth diagonally, this should be present in 'smooth' var
#define SMOOTH_BORDER 8 //atom will smooth with the borders of the map
#define SMOOTH_QUEUED 16 //atom is currently queued to smooth.
#define SMOOTH_NO_CLEAR_ICON 32 // don't clear the atom's icon_state on smooth.
#define NULLTURF_BORDER 123456789
#define DEFAULT_UNDERLAY_ICON 'icons/turf/floors.dmi'
#define DEFAULT_UNDERLAY_ICON_STATE "plating"
#define DEFAULT_UNDERLAY_IMAGE image(DEFAULT_UNDERLAY_ICON, DEFAULT_UNDERLAY_ICON_STATE)
/atom
var/smooth = SMOOTH_FALSE
var/tmp/top_left_corner
var/tmp/top_right_corner
var/tmp/bottom_left_corner
var/tmp/bottom_right_corner
var/list/canSmoothWith = null // TYPE PATHS I CAN SMOOTH WITH~~~~~ If this is null and atom is smooth, it smooths only with itself
/atom/movable
var/can_be_unanchored = 0
/turf
var/list/fixed_underlay
var/smooth_underlays // Determines if we should attempt to generate turf underlays for this type.
/turf/simulated/shuttle/wall
smooth_underlays = TRUE
/turf/simulated/wall
smooth_underlays = TRUE
/turf/unsimulated/wall
smooth_underlays = TRUE
/atom/proc/calculate_adjacencies()
if (!loc)
return 0
var/adjacencies = 0
var/atom/movable/AM
for(var/direction in cardinal)
AM = find_type_in_direction(src, direction)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= 1 << direction
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= 1 << direction
if(adjacencies & N_NORTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, NORTHWEST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_NORTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, NORTHEAST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_NORTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_NORTHEAST
if(adjacencies & N_SOUTH)
if(adjacencies & N_WEST)
AM = find_type_in_direction(src, SOUTHWEST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_SOUTHWEST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHWEST
if(adjacencies & N_EAST)
AM = find_type_in_direction(src, SOUTHEAST)
if(AM == NULLTURF_BORDER)
if((smooth & SMOOTH_BORDER))
adjacencies |= N_SOUTHEAST
else if( (AM && !istype(AM)) || (istype(AM) && AM.anchored) )
adjacencies |= N_SOUTHEAST
return adjacencies
/atom/movable/calculate_adjacencies()
if (can_be_unanchored && !anchored)
return 0
return ..()
//do not use, use queue_smooth(atom)
/proc/smooth_icon(atom/A)
if(!A || !A.smooth)
return
A.smooth &= ~SMOOTH_QUEUED
if (!A.z)
return
if(QDELETED(A))
return
if((A.smooth & SMOOTH_TRUE) || (A.smooth & SMOOTH_MORE))
var/adjacencies = A.calculate_adjacencies()
if(A.smooth & SMOOTH_DIAGONAL)
A.diagonal_smooth(adjacencies)
else
cardinal_smooth(A, adjacencies)
/atom/proc/diagonal_smooth(adjacencies)
switch(adjacencies)
if(N_NORTH|N_WEST)
replace_smooth_overlays("d-se","d-se-0")
if(N_NORTH|N_EAST)
replace_smooth_overlays("d-sw","d-sw-0")
if(N_SOUTH|N_WEST)
replace_smooth_overlays("d-ne","d-ne-0")
if(N_SOUTH|N_EAST)
replace_smooth_overlays("d-nw","d-nw-0")
if(N_NORTH|N_WEST|N_NORTHWEST)
replace_smooth_overlays("d-se","d-se-1")
if(N_NORTH|N_EAST|N_NORTHEAST)
replace_smooth_overlays("d-sw","d-sw-1")
if(N_SOUTH|N_WEST|N_SOUTHWEST)
replace_smooth_overlays("d-ne","d-ne-1")
if(N_SOUTH|N_EAST|N_SOUTHEAST)
replace_smooth_overlays("d-nw","d-nw-1")
else
cardinal_smooth(src, adjacencies)
return
icon_state = ""
return adjacencies
/turf/diagonal_smooth(adjacencies)
adjacencies = reverse_ndir(..())
if (smooth_underlays && adjacencies)
// This should be a mutable_appearance, but we're still on 510.
// Alas.
var/mutable_appearance/underlay_appearance = new(layer = TURF_LAYER)
var/list/U = list(underlay_appearance)
if(fixed_underlay)
if(fixed_underlay["space"])
var/istate = "[((x + y) ^ ~(x * y) + z) % 25]"
underlay_appearance.icon = 'icons/turf/space.dmi'
underlay_appearance.icon_state = istate
var/image/dust = image('icons/turf/space_parallax1.dmi', istate)
dust.plane = PLANE_SPACE_DUST
dust.alpha = 80
dust.blend_mode = BLEND_ADD
U += dust
else
underlay_appearance.icon = fixed_underlay["icon"]
underlay_appearance.icon_state = fixed_underlay["icon_state"]
else
var/turned_adjacency = turn(adjacencies, 180)
var/turf/T = get_step(src, turned_adjacency)
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 135))
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
T = get_step(src, turn(adjacencies, 225))
//if all else fails, ask our own turf
if(!T.get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency) && !get_smooth_underlay_icon(underlay_appearance, src, turned_adjacency))
underlay_appearance.icon = DEFAULT_UNDERLAY_ICON
underlay_appearance.icon_state = DEFAULT_UNDERLAY_ICON_STATE
underlays = U
/proc/cardinal_smooth(atom/A, adjacencies)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & N_NORTH)
nw = "1-n"
else if(adjacencies & N_WEST)
nw = "1-w"
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & N_NORTH)
ne = "2-n"
else if(adjacencies & N_EAST)
ne = "2-e"
//SW CORNER
var/sw = "3-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
if(adjacencies & N_SOUTHWEST)
sw = "3-f"
else
sw = "3-sw"
else
if(adjacencies & N_SOUTH)
sw = "3-s"
else if(adjacencies & N_WEST)
sw = "3-w"
//SE CORNER
var/se = "4-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
if(adjacencies & N_SOUTHEAST)
se = "4-f"
else
se = "4-se"
else
if(adjacencies & N_SOUTH)
se = "4-s"
else if(adjacencies & N_EAST)
se = "4-e"
var/list/New
var/list/Old
if(A.top_left_corner != nw)
if (A.top_left_corner)
LAZYADD(Old, A.top_left_corner)
A.top_left_corner = nw
LAZYADD(New, nw)
if(A.top_right_corner != ne)
if (A.top_right_corner)
LAZYADD(Old, A.top_right_corner)
A.top_right_corner = ne
LAZYADD(New, ne)
if(A.bottom_right_corner != sw)
if (A.bottom_right_corner)
LAZYADD(Old, A.bottom_right_corner)
A.bottom_right_corner = sw
LAZYADD(New, sw)
if(A.bottom_left_corner != se)
if (A.bottom_left_corner)
LAZYADD(Old, A.bottom_left_corner)
A.bottom_left_corner = se
LAZYADD(New, se)
if(Old)
A.cut_overlay(Old)
if(New)
A.add_overlay(New)
if (A.icon_state && !(A.smooth & SMOOTH_NO_CLEAR_ICON))
A.icon_state = null
// A more stripped down version of the above, meant for using images to apply multiple smooth overlays
// at once.
/proc/cardinal_smooth_fromicon(icon/I, adjacencies)
//NW CORNER
var/nw = "1-i"
if((adjacencies & N_NORTH) && (adjacencies & N_WEST))
if(adjacencies & N_NORTHWEST)
nw = "1-f"
else
nw = "1-nw"
else
if(adjacencies & N_NORTH)
nw = "1-n"
else if(adjacencies & N_WEST)
nw = "1-w"
//NE CORNER
var/ne = "2-i"
if((adjacencies & N_NORTH) && (adjacencies & N_EAST))
if(adjacencies & N_NORTHEAST)
ne = "2-f"
else
ne = "2-ne"
else
if(adjacencies & N_NORTH)
ne = "2-n"
else if(adjacencies & N_EAST)
ne = "2-e"
//SW CORNER
var/sw = "3-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_WEST))
if(adjacencies & N_SOUTHWEST)
sw = "3-f"
else
sw = "3-sw"
else
if(adjacencies & N_SOUTH)
sw = "3-s"
else if(adjacencies & N_WEST)
sw = "3-w"
//SE CORNER
var/se = "4-i"
if((adjacencies & N_SOUTH) && (adjacencies & N_EAST))
if(adjacencies & N_SOUTHEAST)
se = "4-f"
else
se = "4-se"
else
if(adjacencies & N_SOUTH)
se = "4-s"
else if(adjacencies & N_EAST)
se = "4-e"
var/image/nw_i = image(I, nw)
var/image/ne_i = image(I, ne)
var/image/sw_i = image(I, sw)
var/image/se_i = image(I, se)
return list(nw_i, ne_i, sw_i, se_i)
/proc/find_type_in_direction(atom/source, direction)
var/turf/target_turf = get_step(source, direction)
if(!target_turf)
return NULLTURF_BORDER
if(source.canSmoothWith)
var/atom/A
if(source.smooth & SMOOTH_MORE)
for(var/a_type in source.canSmoothWith)
if( istype(target_turf, a_type) )
return target_turf
A = locate(a_type) in target_turf
if(A)
return A
return null
for(var/a_type in source.canSmoothWith)
if(a_type == target_turf.type)
return target_turf
A = locate(a_type) in target_turf
if(A && A.type == a_type)
return A
return null
else
if(isturf(source))
return source.type == target_turf.type ? target_turf : null
var/atom/A = locate(source.type) in target_turf
return A && A.type == source.type ? A : null
//Icon smoothing helpers
/proc/smooth_zlevel(var/zlevel, now = FALSE)
var/list/away_turfs = block(locate(1, 1, zlevel), locate(world.maxx, world.maxy, zlevel))
for(var/V in away_turfs)
var/turf/T = V
if(T.smooth)
if(now)
smooth_icon(T)
else
queue_smooth(T)
for(var/R in T)
var/atom/A = R
if(A.smooth)
if(now)
smooth_icon(A)
else
queue_smooth(A)
/atom/proc/clear_smooth_overlays()
cut_overlay(list(top_left_corner, top_right_corner, bottom_left_corner, bottom_right_corner))
top_left_corner = null
top_right_corner = null
bottom_right_corner = null
bottom_left_corner = null
/atom/proc/replace_smooth_overlays(nw, ne, sw, se)
clear_smooth_overlays()
var/list/O = list()
top_left_corner = nw
O += nw
top_right_corner = ne
O += ne
bottom_left_corner = sw
O += sw
bottom_right_corner = se
O += se
add_overlay(O)
/proc/reverse_ndir(ndir)
switch(ndir)
if(N_NORTH)
return NORTH
if(N_SOUTH)
return SOUTH
if(N_WEST)
return WEST
if(N_EAST)
return EAST
if(N_NORTHWEST)
return NORTHWEST
if(N_NORTHEAST)
return NORTHEAST
if(N_SOUTHEAST)
return SOUTHEAST
if(N_SOUTHWEST)
return SOUTHWEST
if(N_NORTH|N_WEST)
return NORTHWEST
if(N_NORTH|N_EAST)
return NORTHEAST
if(N_SOUTH|N_WEST)
return SOUTHWEST
if(N_SOUTH|N_EAST)
return SOUTHEAST
if(N_NORTH|N_WEST|N_NORTHWEST)
return NORTHWEST
if(N_NORTH|N_EAST|N_NORTHEAST)
return NORTHEAST
if(N_SOUTH|N_WEST|N_SOUTHWEST)
return SOUTHWEST
if(N_SOUTH|N_EAST|N_SOUTHEAST)
return SOUTHEAST
else
return 0
//SSicon_smooth
/proc/queue_smooth_neighbors(atom/A)
for(var/V in orange(1,A))
var/atom/T = V
if(T.smooth)
queue_smooth(T)
//SSicon_smooth
/proc/queue_smooth(atom/A)
if(!A.smooth || A.smooth & SMOOTH_QUEUED)
return
SSicon_smooth.smooth_queue += A
SSicon_smooth.wake()
A.smooth |= SMOOTH_QUEUED