/datum/hud/proc/create_parallax(mob/viewmob) var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client if (!apply_parallax_pref(viewmob)) //don't want shit computers to crash when specing someone with insane parallax, so use the viewer's pref for(var/atom/movable/screen/plane_master/parallax as anything in get_true_plane_masters(PLANE_SPACE_PARALLAX)) parallax.hide_plane(screenmob) return for(var/atom/movable/screen/plane_master/parallax as anything in get_true_plane_masters(PLANE_SPACE_PARALLAX)) parallax.unhide_plane(screenmob) if(isnull(C.parallax_rock)) C.parallax_rock = new(null, src) C.screen |= C.parallax_rock if(!length(C.parallax_layers_cached)) C.parallax_layers_cached = list() C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_1(null, src) C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_2(null, src) C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/planet(null, src) if(SSparallax.random_layer) C.parallax_layers_cached += new SSparallax.random_layer.type(null, src, FALSE, SSparallax.random_layer) C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_3(null, src) C.parallax_layers = C.parallax_layers_cached.Copy() if (length(C.parallax_layers) > C.parallax_layers_max) C.parallax_layers.len = C.parallax_layers_max C.parallax_rock.vis_contents = C.parallax_layers // We could do not do parallax for anything except the main plane group // This could be changed, but it would require refactoring this whole thing // And adding non client particular hooks for all the inputs, and I do not have the time I'm sorry :( for(var/atom/movable/screen/plane_master/plane_master as anything in screenmob.hud_used.get_true_plane_masters(PLANE_SPACE)) if(screenmob != mymob) C.screen -= locate(/atom/movable/screen/plane_master/parallax_white) in C.screen C.screen += plane_master // this color makes parallax not black plane_master.color = list( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 ) /datum/hud/proc/remove_parallax(mob/viewmob) var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client C.screen -= (C.parallax_rock) for(var/atom/movable/screen/plane_master/plane_master as anything in screenmob.hud_used.get_true_plane_masters(PLANE_SPACE)) if(screenmob != mymob) C.screen -= locate(/atom/movable/screen/plane_master/parallax_white) in C.screen C.screen += plane_master plane_master.color = initial(plane_master.color) C.parallax_layers = null /datum/hud/proc/apply_parallax_pref(mob/viewmob) var/mob/screenmob = viewmob || mymob var/turf/screen_location = get_turf(screenmob) if(SSmapping.level_trait(screen_location?.z, ZTRAIT_NOPARALLAX)) return FALSE if (SSlag_switch.measures[DISABLE_PARALLAX] && !HAS_TRAIT(viewmob, TRAIT_BYPASS_MEASURES)) return FALSE var/client/C = screenmob.client // Default to HIGH var/parallax_selection = C?.prefs.read_preference(/datum/preference/choiced/parallax) || PARALLAX_HIGH switch(parallax_selection) if (PARALLAX_INSANE) C.parallax_layers_max = 5 C.do_parallax_animations = TRUE return TRUE if(PARALLAX_HIGH) C.parallax_layers_max = 4 C.do_parallax_animations = TRUE return TRUE if (PARALLAX_MED) C.parallax_layers_max = 3 C.do_parallax_animations = TRUE return TRUE if (PARALLAX_LOW) C.parallax_layers_max = 1 C.do_parallax_animations = FALSE return TRUE if (PARALLAX_DISABLE) return FALSE /datum/hud/proc/update_parallax_pref(mob/viewmob) var/mob/screen_mob = viewmob || mymob if(!screen_mob.client) return remove_parallax(screen_mob) create_parallax(screen_mob) update_parallax(screen_mob) // This sets which way the current shuttle is moving (returns true if the shuttle has stopped moving so the caller can append their animation) /datum/hud/proc/set_parallax_movedir(new_parallax_movedir = NONE, skip_windups, mob/viewmob) . = FALSE var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client if(new_parallax_movedir == C.parallax_movedir) return var/animation_dir = new_parallax_movedir || C.parallax_movedir var/matrix/new_transform switch(animation_dir) if(NORTH) new_transform = matrix(1, 0, 0, 0, 1, 480) if(SOUTH) new_transform = matrix(1, 0, 0, 0, 1,-480) if(EAST) new_transform = matrix(1, 0, 480, 0, 1, 0) if(WEST) new_transform = matrix(1, 0,-480, 0, 1, 0) var/longest_timer = 0 for(var/key in C.parallax_animate_timers) deltimer(C.parallax_animate_timers[key]) C.parallax_animate_timers = list() for(var/atom/movable/screen/parallax_layer/layer as anything in C.parallax_layers) var/scaled_time = PARALLAX_LOOP_TIME / layer.speed if(new_parallax_movedir == NONE) // If we're stopping, we need to stop on the same dime, yeah? scaled_time = PARALLAX_LOOP_TIME longest_timer = max(longest_timer, scaled_time) if(skip_windups) update_parallax_motionblur(C, layer, new_parallax_movedir, new_transform) continue layer.transform = new_transform animate(layer, transform = matrix(), time = scaled_time, easing = QUAD_EASING | (new_parallax_movedir ? EASE_IN : EASE_OUT)) if (new_parallax_movedir == NONE) continue //queue up another animate so lag doesn't create a shutter animate(transform = new_transform, time = 0) animate(transform = matrix(), time = scaled_time / 2) C.parallax_animate_timers[layer] = addtimer(CALLBACK(src, PROC_REF(update_parallax_motionblur), C, layer, new_parallax_movedir, new_transform), scaled_time, TIMER_CLIENT_TIME|TIMER_STOPPABLE) C.dont_animate_parallax = world.time + min(longest_timer, PARALLAX_LOOP_TIME) C.parallax_movedir = new_parallax_movedir /datum/hud/proc/update_parallax_motionblur(client/C, atom/movable/screen/parallax_layer/layer, new_parallax_movedir, matrix/new_transform) if(!C) return C.parallax_animate_timers -= layer // If we are moving in a direction, we used the QUAD_EASING function with EASE_IN // This means our position function is x^2. This is always LESS then the linear we're using here // But if we just used the same time delay, our rate of change would mismatch. f'(1) = 2x for quad easing, rather then the 1 we get for linear // (This is because of how derivatives work right?) // Because of this, while our actual rate of change from before was PARALLAX_LOOP_TIME, our perceived rate of change was PARALLAX_LOOP_TIME / 2 (lower == faster). // Let's account for that here var/scaled_time = (PARALLAX_LOOP_TIME / layer.speed) / 2 animate(layer, transform = new_transform, time = 0, loop = -1, flags = ANIMATION_END_NOW) animate(transform = matrix(), time = scaled_time) /datum/hud/proc/update_parallax(mob/viewmob) var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client var/turf/posobj = get_turf(C.eye) if(!posobj) return var/area/areaobj = posobj.loc // Update the movement direction of the parallax if necessary (for shuttles) set_parallax_movedir(areaobj.parallax_movedir, FALSE, screenmob) var/force = FALSE if(!C.previous_turf || (C.previous_turf.z != posobj.z)) C.previous_turf = posobj force = TRUE //Doing it this way prevents parallax layers from "jumping" when you change Z-Levels. var/offset_x = posobj.x - C.previous_turf.x var/offset_y = posobj.y - C.previous_turf.y if(!offset_x && !offset_y && !force) return var/glide_rate = round(ICON_SIZE_ALL / screenmob.glide_size * world.tick_lag, world.tick_lag) C.previous_turf = posobj var/largest_change = max(abs(offset_x), abs(offset_y)) var/max_allowed_dist = (glide_rate / world.tick_lag) + 1 // If we aren't already moving/don't allow parallax, have made some movement, and that movement was smaller then our "glide" size, animate var/run_parralax = (C.do_parallax_animations && glide_rate && !areaobj.parallax_movedir && C.dont_animate_parallax <= world.time && largest_change <= max_allowed_dist) for(var/atom/movable/screen/parallax_layer/parallax_layer as anything in C.parallax_layers) var/our_speed = parallax_layer.speed var/change_x var/change_y var/old_x = parallax_layer.offset_x var/old_y = parallax_layer.offset_y if(parallax_layer.absolute) // We use change here so the typically large absolute objects (just lavaland for now) don't jitter so much change_x = (posobj.x - SSparallax.planet_x_offset) * our_speed + old_x change_y = (posobj.y - SSparallax.planet_y_offset) * our_speed + old_y else change_x = offset_x * our_speed change_y = offset_y * our_speed // This is how we tile parralax sprites // It doesn't use change because we really don't want to animate this if(old_x - change_x > 240) parallax_layer.offset_x -= 480 parallax_layer.pixel_w = parallax_layer.offset_x else if(old_x - change_x < -240) parallax_layer.offset_x += 480 parallax_layer.pixel_w = parallax_layer.offset_x if(old_y - change_y > 240) parallax_layer.offset_y -= 480 parallax_layer.pixel_z = parallax_layer.offset_y else if(old_y - change_y < -240) parallax_layer.offset_y += 480 parallax_layer.pixel_z = parallax_layer.offset_y parallax_layer.offset_x -= change_x parallax_layer.offset_y -= change_y // Now that we have our offsets, let's do our positioning // We're going to use an animate to "glide" that last movement out, so it looks nicer // Don't do any animates if we're not actually moving enough distance yeah? thanks lad if(run_parralax && (largest_change * our_speed > 1)) animate(parallax_layer, pixel_w = round(parallax_layer.offset_x, 1), pixel_z = round(parallax_layer.offset_y, 1), time = glide_rate) else parallax_layer.pixel_w = round(parallax_layer.offset_x, 1) parallax_layer.pixel_z = round(parallax_layer.offset_y, 1) /atom/movable/proc/update_parallax_contents() for(var/mob/client_mob as anything in client_mobs_in_contents) if(length(client_mob?.client?.parallax_layers) && client_mob.hud_used) client_mob.hud_used.update_parallax() /mob/proc/update_parallax_teleport() //used for arrivals shuttle if(client?.eye && hud_used && length(client.parallax_layers)) var/area/areaobj = get_area(client.eye) hud_used.set_parallax_movedir(areaobj.parallax_movedir, TRUE) // Root object for parallax, all parallax layers are drawn onto this INITIALIZE_IMMEDIATE(/atom/movable/screen/parallax_home) /atom/movable/screen/parallax_home icon = null blend_mode = BLEND_ADD plane = PLANE_SPACE_PARALLAX screen_loc = "CENTER-7,CENTER-7" mouse_opacity = MOUSE_OPACITY_TRANSPARENT // We need parallax to always pass its args down into initialize, so we immediate init it INITIALIZE_IMMEDIATE(/atom/movable/screen/parallax_layer) /atom/movable/screen/parallax_layer icon = 'icons/effects/parallax.dmi' var/speed = 1 var/offset_x = 0 var/offset_y = 0 var/absolute = FALSE appearance_flags = APPEARANCE_UI | KEEP_TOGETHER blend_mode = BLEND_ADD plane = PLANE_SPACE_PARALLAX mouse_opacity = MOUSE_OPACITY_TRANSPARENT /atom/movable/screen/parallax_layer/Initialize(mapload, datum/hud/hud_owner, template = FALSE) . = ..() // Parallax layers are independent of hud, they care about client // Not doing this will just create a bunch of hard deletes set_new_hud(hud_owner = null) if(template) return var/client/boss = hud_owner?.mymob?.canon_client if(!boss) // If this typepath all starts to harddel your culprit is likely this return INITIALIZE_HINT_QDEL // I do not want to know bestie var/view = boss.view || world.view update_o(view) RegisterSignal(boss, COMSIG_VIEW_SET, PROC_REF(on_view_change)) /atom/movable/screen/parallax_layer/proc/on_view_change(datum/source, new_size) SIGNAL_HANDLER update_o(new_size) /atom/movable/screen/parallax_layer/proc/update_o(view) if (!view) view = world.view var/static/pixel_grid_size = ICON_SIZE_ALL * 15 var/static/parallax_scaler = ICON_SIZE_ALL / pixel_grid_size // Turn the view size into a grid of correctly scaled overlays var/list/viewscales = getviewsize(view) // This could be half the size but we need to provide space for parallax movement on mob movement, and movement on scroll from shuttles, so like this instead var/countx = (CEILING((viewscales[1] / 2) * parallax_scaler, 1) + 1) var/county = (CEILING((viewscales[2] / 2) * parallax_scaler, 1) + 1) var/list/new_overlays = new for(var/x in -countx to countx) for(var/y in -county to county) if(x == 0 && y == 0) continue var/mutable_appearance/texture_overlay = mutable_appearance(icon, icon_state) texture_overlay.pixel_w += pixel_grid_size * x texture_overlay.pixel_z += pixel_grid_size * y new_overlays += texture_overlay cut_overlays() add_overlay(new_overlays) /atom/movable/screen/parallax_layer/layer_1 icon_state = "layer1" speed = 0.6 layer = 1 /atom/movable/screen/parallax_layer/layer_2 icon_state = "layer2" speed = 1 layer = 2 /atom/movable/screen/parallax_layer/layer_3 icon_state = "layer3" speed = 1.4 layer = 3 /atom/movable/screen/parallax_layer/planet icon_state = "planet" blend_mode = BLEND_OVERLAY absolute = TRUE //Status of separation speed = 3 layer = 30 /atom/movable/screen/parallax_layer/planet/Initialize(mapload, datum/hud/hud_owner) . = ..() var/client/boss = hud_owner?.mymob?.canon_client if(!boss) return var/static/list/connections = list( COMSIG_MOVABLE_Z_CHANGED = PROC_REF(on_z_change), COMSIG_MOB_LOGOUT = PROC_REF(on_mob_logout), ) AddComponent(/datum/component/connect_mob_behalf, boss, connections) on_z_change(hud_owner?.mymob) /atom/movable/screen/parallax_layer/planet/proc/on_mob_logout(mob/source) SIGNAL_HANDLER var/client/boss = source.canon_client on_z_change(boss.mob) /atom/movable/screen/parallax_layer/planet/proc/on_z_change(mob/source) SIGNAL_HANDLER var/client/boss = source.client var/turf/posobj = get_turf(boss?.eye) if(!posobj) return SetInvisibility(is_station_level(posobj.z) ? INVISIBILITY_NONE : INVISIBILITY_ABSTRACT, id=type) /atom/movable/screen/parallax_layer/planet/update_o() return //Shit won't move