Redoes decal painter UI and adds tile sprayer (#66248)

* Redoes decal painter UI and adds tile sprayer

* Suggested color palette name changes

* remove unused scss filter

* prettier formatting of DecalPainter.tsc

* added custom colors to tile sprayer

* Prettier formatting

* Removed needless classes

* Autodocs, minor fixes

* Did list format and spritesheet commenting suggestions
This commit is contained in:
Tastyfish
2022-04-24 14:05:54 -05:00
committed by GitHub
parent 02452a77fa
commit 1f9f31a4db
7 changed files with 426 additions and 131 deletions
@@ -50,6 +50,7 @@ GLOBAL_LIST_INIT(trash_loot, list(//junk: useless, very easy to get, or ghetto c
/obj/item/airlock_painter = 1,
/obj/item/airlock_painter/decal = 1,
/obj/item/airlock_painter/decal/tile = 1,
/obj/item/clothing/mask/breath = 1,
/obj/item/rack_parts = 1,
/obj/item/shard = 1,
+262 -66
View File
@@ -1,6 +1,6 @@
/obj/item/airlock_painter
name = "airlock painter"
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob."
desc = "An advanced autopainter preprogrammed with several paintjobs for airlocks. Use it on an airlock during or after construction to change the paintjob. Alt-Click to remove the ink cartridge."
icon = 'icons/obj/objects.dmi'
icon_state = "paint sprayer"
inhand_icon_state = "paint sprayer"
@@ -14,7 +14,10 @@
slot_flags = ITEM_SLOT_BELT
usesound = 'sound/effects/spray2.ogg'
/// The ink cartridge to pull charges from.
var/obj/item/toner/ink = null
/// The type path to instantiate for the ink cartridge the device initially comes with, eg. /obj/item/toner
var/initial_ink_type = /obj/item/toner
/// Associate list of all paint jobs the airlock painter can apply. The key is the name of the airlock the user will see. The value is the type path of the airlock
var/list/available_paint_jobs = list(
"Public" = /obj/machinery/door/airlock/public,
@@ -36,7 +39,7 @@
/obj/item/airlock_painter/Initialize(mapload)
. = ..()
ink = new /obj/item/toner(src)
ink = new initial_ink_type(src)
//This proc doesn't just check if the painter can be used, but also uses it.
//Only call this if you are certain that the painter will be used right after this check!
@@ -136,7 +139,8 @@
else
return ..()
/obj/item/airlock_painter/attack_self(mob/user)
/obj/item/airlock_painter/AltClick(mob/user)
. = ..()
if(ink)
playsound(src.loc, 'sound/machines/click.ogg', 50, TRUE)
ink.forceMove(user.drop_location())
@@ -146,50 +150,101 @@
/obj/item/airlock_painter/decal
name = "decal painter"
desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed. Alt-Click to change design."
desc = "An airlock painter, reprogramed to use a different style of paint in order to apply decals for floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed. Alt-Click to remove the ink cartridge."
icon = 'icons/obj/objects.dmi'
icon_state = "decal_sprayer"
inhand_icon_state = "decalsprayer"
custom_materials = list(/datum/material/iron=50, /datum/material/glass=50)
initial_ink_type = /obj/item/toner/large
/// The current direction of the decal being printed
var/stored_dir = 2
var/stored_color = ""
/// The current color of the decal being printed.
var/stored_color = "yellow"
/// The current base icon state of the decal being printed.
var/stored_decal = "warningline"
/// The full icon state of the decal being printed.
var/stored_decal_total = "warningline"
var/color_list = list("","red","white")
var/dir_list = list(1,2,4,8)
var/decal_list = list(list("Warning Line","warningline"),
list("Warning Line Corner","warninglinecorner"),
list("Caution Label","caution"),
list("Directional Arrows","arrows"),
list("Stand Clear Label","stand_clear"),
list("Box","box"),
list("Box Corner","box_corners"),
list("Delivery Marker","delivery"),
list("Warning Box","warn_full"))
/obj/item/airlock_painter/decal/afterattack(atom/target, mob/user, proximity)
. = ..()
var/turf/open/floor/F = target
if(!proximity)
to_chat(user, span_notice("You need to get closer!"))
return
if(use_paint(user) && isturf(F))
F.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, null, null, alpha, color, null, CLEAN_TYPE_PAINT, null)
/obj/item/airlock_painter/decal/AltClick(mob/user)
. = ..()
ui_interact(user)
/// The type path of the spritesheet being used for the frontend.
var/spritesheet_type = /datum/asset/spritesheet/decals // spritesheet containing previews
/// Does this printer implementation support custom colors?
var/supports_custom_color = FALSE
/// Current custom color
var/stored_custom_color
/// List of color options as list(user-friendly label, color value to return)
var/color_list = list(
list("Yellow", "yellow"),
list("Red", "red"),
list("White", "white"),
)
/// List of direction options as list(user-friendly label, dir value to return)
var/dir_list = list(
list("North", NORTH),
list("South", SOUTH),
list("East", EAST),
list("West", WEST),
)
/// List of decal options as list(user-friendly label, icon state base value to return)
var/decal_list = list(
list("Warning Line", "warningline"),
list("Warning Line Corner", "warninglinecorner"),
list("Caution Label", "caution"),
list("Directional Arrows", "arrows"),
list("Stand Clear Label", "stand_clear"),
list("Bot", "bot"),
list("Box", "box"),
list("Box Corner", "box_corners"),
list("Delivery Marker", "delivery"),
list("Warning Box", "warn_full"),
)
// These decals only have a south sprite.
var/nondirectional_decals = list(
"bot",
"box",
"delivery",
"warn_full",
)
/obj/item/airlock_painter/decal/Initialize(mapload)
. = ..()
ink = new /obj/item/toner/large(src)
stored_custom_color = stored_color
/obj/item/airlock_painter/decal/afterattack(atom/target, mob/user, proximity)
. = ..()
if(!proximity)
to_chat(user, span_notice("You need to get closer!"))
return
if(isfloorturf(target) && use_paint(user))
paint_floor(target)
/**
* Actually add current decal to the floor.
*
* Responsible for actually adding the element to the turf for maximum flexibility.area
* Can be overriden for different decal behaviors.
* Arguments:
* * target - The turf being painted to
*/
/obj/item/airlock_painter/decal/proc/paint_floor(turf/open/floor/target)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', stored_decal_total, stored_dir, null, null, alpha, color, null, CLEAN_TYPE_PAINT, null)
/**
* Return the final icon_state for the given decal options
*
* Arguments:
* * decal - the selected decal base icon state
* * color - the selected color
* * dir - the selected dir
*/
/obj/item/airlock_painter/decal/proc/get_decal_path(decal, color, dir)
// Special case due to icon_state names
if(color == "yellow")
color = ""
return "[decal][color ? "_" : ""][color]"
/obj/item/airlock_painter/decal/proc/update_decal_path()
var/yellow_fix = "" //This will have to do until someone refactor's markings.dm
if (stored_color)
yellow_fix = "_"
stored_decal_total = "[stored_decal][yellow_fix][stored_color]"
return
stored_decal_total = get_decal_path(stored_decal, stored_color, stored_dir)
/obj/item/airlock_painter/decal/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
@@ -197,31 +252,45 @@
ui = new(user, src, "DecalPainter", name)
ui.open()
/obj/item/airlock_painter/decal/ui_assets(mob/user)
. = ..()
. += get_asset_datum(spritesheet_type)
/obj/item/airlock_painter/decal/ui_static_data(mob/user)
. = ..()
var/datum/asset/spritesheet/icon_assets = get_asset_datum(spritesheet_type)
.["icon_prefix"] = "[icon_assets.name]32x32"
.["supports_custom_color"] = supports_custom_color
.["decal_list"] = list()
.["color_list"] = list()
.["dir_list"] = list()
.["nondirectional_decals"] = nondirectional_decals
for(var/decal in decal_list)
.["decal_list"] += list(list(
"name" = decal[1],
"decal" = decal[2],
))
for(var/color in color_list)
.["color_list"] += list(list(
"name" = color[1],
"color" = color[2],
))
for(var/dir in dir_list)
.["dir_list"] += list(list(
"name" = dir[1],
"dir" = dir[2],
))
/obj/item/airlock_painter/decal/ui_data(mob/user)
var/list/data = list()
data["decal_direction"] = stored_dir
data["decal_color"] = stored_color
data["decal_style"] = stored_decal
data["decal_list"] = list()
data["color_list"] = list()
data["dir_list"] = list()
. = ..()
.["current_decal"] = stored_decal
.["current_color"] = stored_color
.["current_dir"] = stored_dir
.["current_custom_color"] = stored_custom_color
for(var/i in decal_list)
data["decal_list"] += list(list(
"name" = i[1],
"decal" = i[2]
))
for(var/j in color_list)
data["color_list"] += list(list(
"colors" = j
))
for(var/k in dir_list)
data["dir_list"] += list(list(
"dirs" = k
))
return data
/obj/item/airlock_painter/decal/ui_act(action,list/params)
/obj/item/airlock_painter/decal/ui_act(action, list/params)
. = ..()
if(.)
return
@@ -229,21 +298,148 @@
switch(action)
//Lists of decals and designs
if("select decal")
var/selected_decal = params["decals"]
var/selected_decal = params["decal"]
var/selected_dir = text2num(params["dir"])
stored_decal = selected_decal
stored_dir = selected_dir
if("select color")
var/selected_color = params["colors"]
var/selected_color = params["color"]
stored_color = selected_color
if("selected direction")
var/selected_direction = text2num(params["dirs"])
stored_dir = selected_direction
if("pick custom color")
if(supports_custom_color)
pick_painting_tool_color(usr, stored_custom_color)
update_decal_path()
. = TRUE
/obj/item/airlock_painter/decal/set_painting_tool_color(chosen_color)
. = ..()
stored_custom_color = chosen_color
stored_color = chosen_color
/datum/asset/spritesheet/decals
name = "floor_decals"
cross_round_cachable = TRUE
/// The floor icon used for blend_preview_floor()
var/preview_floor_icon = 'icons/turf/floors.dmi'
/// The floor icon state used for blend_preview_floor()
var/preview_floor_state = "floor"
/// The associated decal painter type to grab decals, colors, etc from.
var/obj/item/airlock_painter/decal/painter_type = /obj/item/airlock_painter/decal
/**
* Underlay an example floor for preview purposes, and return the new icon.
*
* Arguments:
* * decal - the decal to place over the example floor tile
*/
/datum/asset/spritesheet/decals/proc/blend_preview_floor(icon/decal)
var/icon/final = icon(preview_floor_icon, preview_floor_state)
final.Blend(decal, ICON_OVERLAY)
return final
/**
* Insert a specific state into the spritesheet.
*
* Arguments:
* * decal - the given decal base state.
* * dir - the given direction.
* * color - the given color.
*/
/datum/asset/spritesheet/decals/proc/insert_state(decal, dir, color)
// Special case due to icon_state names
var/icon_state_color = color == "yellow" ? "" : color
var/icon/final = blend_preview_floor(icon('icons/turf/decals.dmi', "[decal][icon_state_color ? "_" : ""][icon_state_color]", dir))
Insert("[decal]_[dir]_[color]", final)
/datum/asset/spritesheet/decals/create_spritesheets()
// Must actually create because initial(type) doesn't work for /lists for some reason.
var/obj/item/airlock_painter/decal/painter = new painter_type()
for(var/list/decal in painter.decal_list)
for(var/list/dir in painter.dir_list)
for(var/list/color in painter.color_list)
insert_state(decal[2], dir[2], color[2])
if(painter.supports_custom_color)
insert_state(decal[2], dir[2], "custom")
qdel(painter)
/obj/item/airlock_painter/decal/debug
name = "extreme decal painter"
icon_state = "decal_sprayer_ex"
initial_ink_type = /obj/item/toner/extreme
/obj/item/airlock_painter/decal/debug/Initialize(mapload)
. = ..()
ink = new /obj/item/toner/extreme(src)
/obj/item/airlock_painter/decal/tile
name = "tile sprayer"
desc = "An airlock painter, reprogramed to use a different style of paint in order to spray colors on floor tiles as well, in addition to repainting doors. Decals break when the floor tiles are removed. Alt-Click to change design."
icon_state = "tile_sprayer"
stored_dir = 2
stored_color = "#D4D4D4"
stored_decal = "tile_corner"
spritesheet_type = /datum/asset/spritesheet/decals/tiles
supports_custom_color = TRUE
color_list = list(
list("White", "#D4D4D4"),
list("Black", "#0e0f0f"),
list("Bar Burgundy", "#791500"),
list("Sec Red", "#DE3A3A"),
list("Cargo Brown", "#A46106"),
list("Engi Yellow", "#EFB341"),
list("Service Green", "#9FED58"),
list("Med Blue", "#52B4E9"),
list("R&D Purple", "#D381C9"),
)
decal_list = list(
list("Corner", "tile_corner"),
list("Half", "tile_half_contrasted"),
list("Opposing Corners", "tile_opposing_corners"),
list("3 Corners", "tile_anticorner_contrasted"),
list("4 Corners", "tile_fourcorners"),
list("Trimline Corner", "trimline_corner_fill"),
list("Trimline Fill", "trimline_fill"),
list("Trimline Fill L", "trimline_fill__8"), // This is a hack that lives in the spritesheet builder and paint_floor
list("Trimline End", "trimline_end_fill"),
list("Trimline Box", "trimline_box_fill"),
)
nondirectional_decals = list(
"tile_fourcorners",
"trimline_box_fill",
)
/// The alpha value to paint the tiles at. The decal mapping helper creates tile overlays at alpha 110.
var/stored_alpha = 110
/obj/item/airlock_painter/decal/tile/paint_floor(turf/open/floor/target)
// Account for 8-sided decals.
var/source_decal = stored_decal
var/source_dir = stored_dir
if(copytext(stored_decal, -3) == "__8")
source_decal = splicetext(stored_decal, -3, 0, "")
source_dir = turn(stored_dir, 45)
target.AddElement(/datum/element/decal, 'icons/turf/decals.dmi', source_decal, source_dir, null, null, stored_alpha, stored_color, null, CLEAN_TYPE_PAINT, null)
/datum/asset/spritesheet/decals/tiles
name = "floor_tile_decals"
painter_type = /obj/item/airlock_painter/decal/tile
/datum/asset/spritesheet/decals/tiles/insert_state(decal, dir, color)
// Account for 8-sided decals.
var/source_decal = decal
var/source_dir = dir
if(copytext(decal, -3) == "__8")
source_decal = splicetext(decal, -3, 0, "")
source_dir = turn(dir, 45)
var/icon/colored_icon = icon('icons/turf/decals.dmi', source_decal, dir=source_dir)
colored_icon.ChangeOpacity(110)
if(color == "custom")
// Do a fun rainbow pattern to stand out while still being static.
colored_icon.Blend(icon('icons/effects/random_spawners.dmi', "rainbow"), ICON_MULTIPLY)
else
colored_icon.Blend(color, ICON_MULTIPLY)
colored_icon = blend_preview_floor(colored_icon)
Insert("[decal]_[dir]_[replacetext(color, "#", "")]", colored_icon)
@@ -265,6 +265,15 @@
category = list("initial","Tools","Tool Designs")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SERVICE
/datum/design/airlock_painter/decal/tile
name = "Tile Sprayer"
id = "tile_sprayer"
build_type = AUTOLATHE | PROTOLATHE | AWAY_LATHE
materials = list(/datum/material/iron = 50, /datum/material/glass = 50)
build_path = /obj/item/airlock_painter/decal/tile
category = list("initial","Tools","Tool Designs")
departmental_flags = DEPARTMENTAL_FLAG_ENGINEERING | DEPARTMENTAL_FLAG_SERVICE
/datum/design/emergency_oxygen
name = "Emergency Oxygen Tank"
id = "emergency_oxygen"
@@ -181,6 +181,7 @@
"spade",
"spraycan",
"swab",
"tile_sprayer",
"tscanner",
"welding_helmet",
"welding_tool",
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@@ -1,65 +0,0 @@
import { useBackend } from '../backend';
import { Button, Section } from '../components';
import { Window } from '../layouts';
export const DecalPainter = (props, context) => {
const { act, data } = useBackend(context);
const decal_list = data.decal_list || [];
const color_list = data.color_list || [];
const dir_list = data.dir_list || [];
return (
<Window
width={500}
height={400}>
<Window.Content>
<Section title="Decal Type">
{decal_list.map(decal => (
<Button
key={decal.decal}
content={decal.name}
selected={decal.decal === data.decal_style}
onClick={() => act('select decal', {
decals: decal.decal,
})} />
))}
</Section>
<Section title="Decal Color">
{color_list.map(color => {
return (
<Button
key={color.colors}
content={color.colors === "red"
? "Red"
: color.colors === "white"
? "White"
: "Yellow"}
selected={color.colors === data.decal_color}
onClick={() => act('select color', {
colors: color.colors,
})} />
);
})}
</Section>
<Section title="Decal Direction">
{dir_list.map(dir => {
return (
<Button
key={dir.dirs}
content={dir.dirs === 1
? "North"
: dir.dirs === 2
? "South"
: dir.dirs === 4
? "East"
: "West"}
selected={dir.dirs === data.decal_direction}
onClick={() => act('selected direction', {
dirs: dir.dirs,
})} />
);
})}
</Section>
</Window.Content>
</Window>
);
};
@@ -0,0 +1,153 @@
import { useBackend } from '../backend';
import { Button, ColorBox, Flex, Section } from '../components';
import { Window } from '../layouts';
type DecalInfo = {
name: string;
decal: string;
};
type ColorInfo = {
name: string;
color: string;
};
type DirInfo = {
name: string;
dir: number;
};
type DecalPainterData = {
icon_prefix: string;
decal_list: DecalInfo[];
color_list: ColorInfo[];
dir_list: DirInfo[];
nondirectional_decals: string[];
supports_custom_color: number;
current_decal: string;
current_color: string;
current_dir: number;
current_custom_color: string;
};
export const DecalPainter = (props, context) => {
const { act, data } = useBackend<DecalPainterData>(context);
const custom_color_selected = !data.color_list.some(
(color) => color.color === data.current_color
);
const supports_custom_color = !!data.supports_custom_color;
// Handle custom color icon correctly
const preview_color = custom_color_selected ? 'custom' : data.current_color;
return (
<Window width={550} height={400}>
<Window.Content>
<Section title="Decal Color">
{data.color_list.map((color) => {
return (
<Button
key={color.color}
selected={color.color === data.current_color}
onClick={() =>
act('select color', {
color: color.color,
})}>
<ColorBox color={color.color} mr={0.5} />
{color.name}
</Button>
);
})}
{supports_custom_color && (
<Button
selected={custom_color_selected}
onClick={() => act('pick custom color')}>
<ColorBox color={data.current_custom_color} mr={0.5} />
Custom
</Button>
)}
</Section>
<Section title="Decal Style">
<Flex direction="row" wrap="nowrap" align="fill" justify="fill">
{data.decal_list.map((decal) => {
const nondirectional = data.nondirectional_decals.includes(
decal.decal
);
return nondirectional ? (
// Tallll button for nondirectional
<IconButton
key={decal.decal}
decal={decal.decal}
dir={2}
color={preview_color}
label={decal.name}
selected={decal.decal === data.current_decal}
/>
) : (
// 4 buttons for directional
<Flex
key={decal.decal}
direction="column"
wrap="nowrap"
align="fill"
justify="fill">
{data.dir_list.map((dir) => {
const selected
= decal.decal === data.current_decal
&& dir.dir === data.current_dir;
return (
<IconButton
key={dir.dir}
decal={decal.decal}
dir={dir.dir}
color={preview_color}
label={`${dir.name} ${decal.name}`}
selected={selected}
/>
);
})}
</Flex>
);
})}
</Flex>
</Section>
</Window.Content>
</Window>
);
};
type IconButtonParams = {
decal: string;
dir: number;
color: string;
label: string;
selected: boolean;
};
const IconButton = (props: IconButtonParams, context) => {
const { act, data } = useBackend<DecalPainterData>(context);
const generateIconKey = (decal: string, dir: number, color: string) =>
`${data.icon_prefix} ${decal}_${dir}_${color.replace('#', '')}`;
const icon = generateIconKey(props.decal, props.dir, props.color);
return (
<Button
tooltip={props.label}
selected={props.selected}
verticalAlignContent="middle"
m={'2px'}
p={1}
onClick={() =>
act('select decal', {
decal: props.decal,
dir: props.dir,
})}>
<div className={icon} style={{ display: 'block' }} />
</Button>
);
};