/* IconProcs README A BYOND library for manipulating icons and colors by Lummox JR version 1.0 The IconProcs library was made to make a lot of common icon operations much easier. BYOND's icon manipulation routines are very capable but some of the advanced capabilities like using alpha transparency can be unintuitive to beginners. CHANGING ICONS Several new procs have been added to the /icon datum to simplify working with icons. To use them, remember you first need to setup an /icon var like so: GLOBAL_DATUM_INIT(my_icon, /icon, new('iconfile.dmi')) icon/ChangeOpacity(amount = 1) A very common operation in DM is to try to make an icon more or less transparent. Making an icon more transparent is usually much easier than making it less so, however. This proc basically is a frontend for MapColors() which can change opacity any way you like, in much the same way that SetIntensity() can make an icon lighter or darker. If amount is 0.5, the opacity of the icon will be cut in half. If amount is 2, opacity is doubled and anything more than half-opaque will become fully opaque. icon/GrayScale() Converts the icon to grayscale instead of a fully colored icon. Alpha values are left intact. icon/ColorTone(tone) Similar to GrayScale(), this proc converts the icon to a range of black -> tone -> white, where tone is an RGB color (its alpha is ignored). This can be used to create a sepia tone or similar effect. See also the global ColorTone() proc. icon/MinColors(icon) The icon is blended with a second icon where the minimum of each RGB pixel is the result. Transparency may increase, as if the icons were blended with ICON_ADD. You may supply a color in place of an icon. icon/MaxColors(icon) The icon is blended with a second icon where the maximum of each RGB pixel is the result. Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon. icon/Opaque(background = "#000000") All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify. icon/BecomeAlphaMask() You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc. The black parts become transparent, the white parts stay white, and anything in between becomes a translucent shade of white. icon/AddAlphaMask(mask) The alpha values of the mask icon will be blended with the current icon. Anywhere the mask is opaque, the current icon is untouched. Anywhere the mask is transparent, the current icon becomes transparent. Where the mask is translucent, the current icon becomes more transparent. icon/UseAlphaMask(mask, mode) Sometimes you may want to take the alpha values from one icon and use them on a different icon. This proc will do that. Just supply the icon whose alpha mask you want to use, and src will change so it has the same colors as before but uses the mask for opacity. COLOR MANAGEMENT AND HSV 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. * The hue of a color describes where it is along the color wheel. It goes from red to yellow to green to cyan to blue to magenta and back to red. * The saturation of a color is how much color is in it. A color with low saturation will be more gray, and with no saturation at all it is a shade of gray. * The value of a color determines how bright it is. A high-value color is vivid, moderate value is dark, and no value at all is black. Just as BYOND uses "#rrggbb" to represent RGB values, a similar format is used for HSV: "#hhhssvv". The hue is three hex digits because it ranges from 0 to 0x5FF. * 0 to 0xFF - red to yellow * 0x100 to 0x1FF - yellow to green * 0x200 to 0x2FF - green to cyan * 0x300 to 0x3FF - cyan to blue * 0x400 to 0x4FF - blue to magenta * 0x500 to 0x5FF - magenta to red Knowing this, you can figure out that red is "#000ffff" in HSV format, which is hue 0 (red), saturation 255 (as colorful as possible), value 255 (as bright as possible). Green is "#200ffff" and blue is "#400ffff". More than one HSV color can match the same RGB color. Here are some procs you can use for color management: ReadRGB(rgb) Takes an RGB string like "#ffaa55" and converts it to a list such as list(255,170,85). If an RGBA format is used that includes alpha, the list will have a fourth item for the alpha value. hsv(hue, sat, val, apha) Counterpart to rgb(), this takes the values you input and converts them to a string in "#hhhssvv" or "#hhhssvvaa" format. Alpha is not included in the result if null. ReadHSV(rgb) 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 includes alpha, the list will have a fourth item for the alpha value. RGBtoHSV(rgb) Takes an RGB or RGBA string like "#ffaa55" and converts it into an HSV or HSVA color such as "#080aaff". HSVtoRGB(hsv) Takes an HSV or HSVA string like "#080aaff" and converts it into an RGB or RGBA color such as "#ff55aa". BlendRGB(rgb1, rgb2, amount) Blends between two RGB or RGBA colors using regular RGB blending. If amount is 0, the first color is the result; 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. The returned value is an RGB or RGBA color. BlendHSV(hsv1, hsv2, amount) Blends between two HSV or HSVA colors using HSV blending, which tends to produce nicer results than regular RGB blending because the brightness of the color is left intact. If amount is 0, the first color is the result; 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. The returned value is an HSV or HSVA color. BlendRGBasHSV(rgb1, rgb2, amount) Like BlendHSV(), but the colors used and the return value are RGB or RGBA colors. The blending is done in HSV form. HueToAngle(hue) Converts a hue to an angle range of 0 to 360. Angle 0 is red, 120 is green, and 240 is blue. AngleToHue(hue) Converts an angle to a hue in the valid range. RotateHue(hsv, angle) Takes an HSV or HSVA value and rotates the hue forward through red, green, and blue by an angle from 0 to 360. (Rotating red by 60° produces yellow.) The result is another HSV or HSVA color with the same saturation and value as the original, but a different hue. GrayScale(rgb) Takes an RGB or RGBA color and converts it to grayscale. Returns an RGB or RGBA string. ColorTone(rgb, tone) Similar to GrayScale(), this proc converts an RGB or RGBA color to a range of black -> tone -> white instead of using strict shades of gray. The tone value is an RGB color; any alpha value is ignored. */ /* Get Flat Icon DEMO by DarkCampainger This is a test for the get flat icon proc, modified approprietly for icons and their states. Probably not a good idea to run this unless you want to see how the proc works in detail. mob icon = 'old_or_unused.dmi' icon_state = "green" Login() // Testing image underlays underlays += image(icon='old_or_unused.dmi',icon_state="red") underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = 32) underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = -32) // Testing image overlays add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = -32)) add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = 32)) add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = -32, pixel_y = -32)) // Testing icon file overlays (defaults to mob's state) add_overlay('_flat_demoIcons2.dmi') // Testing icon_state overlays (defaults to mob's icon) add_overlay("white") // Testing dynamic icon overlays var/icon/I = icon('old_or_unused.dmi', icon_state="aqua") I.Shift(NORTH,16,1) add_overlay(I) // Testing dynamic image overlays I=image(icon=I,pixel_x = -32, pixel_y = 32) add_overlay(I) // Testing object types (and layers) add_overlay(/obj/effect/overlay_test) loc = locate (10,10,1) verb Browse_Icon() set name = "1. Browse Icon" // Give it a name for the cache var/iconName = "[ckey(src.name)]_flattened.dmi" // Send the icon to src's local cache src<

") Output_Icon() set name = "2. Output Icon" to_chat(src, "Icon is: [icon2base64html(getFlatIcon(src))]") Label_Icon() set name = "3. Label Icon" // Give it a name for the cache var/iconName = "[ckey(src.name)]_flattened.dmi" // Copy the file to the rsc manually var/icon/I = fcopy_rsc(getFlatIcon(src)) // Send the icon to src's local cache src< transparent, gray -> translucent white, white -> solid white /icon/proc/BecomeAlphaMask() SwapColor(null, "#000000ff") // don't let transparent become gray MapColors(0,0,0,0.3, 0,0,0,0.59, 0,0,0,0.11, 0,0,0,0, 1,1,1,0) /icon/proc/UseAlphaMask(mask) Opaque() AddAlphaMask(mask) /icon/proc/AddAlphaMask(mask) var/icon/M = new(mask) M.Blend("#ffffff", ICON_SUBTRACT) // apply mask Blend(M, ICON_ADD) /* HSV format is represented as "#hhhssvv" or "#hhhssvvaa" Hue ranges from 0 to 0x5ff (1535) 0x000 = red 0x100 = yellow 0x200 = green 0x300 = cyan 0x400 = blue 0x500 = magenta Saturation is from 0 to 0xff (255) More saturation = more color Less saturation = more gray Value ranges from 0 to 0xff (255) Higher value means brighter color */ /proc/ReadRGB(rgb) if(!rgb) return // interpret the HSV or HSVA value var/i=1,start=1 if(text2ascii(rgb) == 35) ++start // skip opening # var/ch,which=0,r=0,g=0,b=0,alpha=0,usealpha var/digits=0 for(i=start, i<=length(rgb), ++i) ch = text2ascii(rgb, i) if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102) break ++digits if(digits == 8) break var/single = digits < 6 if(digits != 3 && digits != 4 && digits != 6 && digits != 8) return if(digits == 4 || digits == 8) usealpha = 1 for(i=start, digits>0, ++i) ch = text2ascii(rgb, 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) r = (r << 4) | ch if(single) r |= r << 4 ++which else if(!(digits & 1)) ++which if(1) g = (g << 4) | ch if(single) g |= g << 4 ++which else if(!(digits & 1)) ++which if(2) b = (b << 4) | ch if(single) 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/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 return isnull(alpha) ? rgb(r, g, b) : rgb(r, g, b, alpha) /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)) //Used in the OLD chem colour mixing algorithm /proc/GetColors(hex) hex = uppertext(hex) // No alpha set? Default to full alpha. if(length(hex) == 7) hex += "FF" var/hi1 = text2ascii(hex, 2) // R var/lo1 = text2ascii(hex, 3) // R var/hi2 = text2ascii(hex, 4) // G var/lo2 = text2ascii(hex, 5) // G var/hi3 = text2ascii(hex, 6) // B var/lo3 = text2ascii(hex, 7) // B var/hi4 = text2ascii(hex, 8) // A var/lo4 = text2ascii(hex, 9) // A return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48), ((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48), ((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48), ((hi4 >= 65 ? hi4-55 : hi4-48)<<4) | (lo4 >= 65 ? lo4-55 : lo4-48)) /// 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/appearance, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE) // Loop through the underlays, then overlays, sorting them into the layers list #define PROCESS_OVERLAYS_OR_UNDERLAYS(flat, process, base_layer) \ for (var/i in 1 to process.len) { \ var/image/current = process[i]; \ if (!current) { \ continue; \ } \ if (current.plane != FLOAT_PLANE && current.plane != appearance.plane) { \ continue; \ } \ var/current_layer = current.layer; \ if (current_layer < 0) { \ if (current_layer <= -1000) { \ return flat; \ } \ current_layer = base_layer + appearance.layer + current_layer / 1000; \ } \ for (var/index_to_compare_to in 1 to layers.len) { \ var/compare_to = layers[index_to_compare_to]; \ if (current_layer < layers[compare_to]) { \ layers.Insert(index_to_compare_to, current); \ break; \ } \ } \ layers[current] = current_layer; \ } var/static/icon/flat_template = icon('icons/blanks/32x32.dmi', "nothing") if(!appearance || appearance.alpha <= 0) return icon(flat_template) if(start) if(!defdir) defdir = appearance.dir if(!deficon) deficon = appearance.icon if(!defstate) defstate = appearance.icon_state if(!defblend) defblend = appearance.blend_mode var/curicon = appearance.icon || deficon var/curstate = appearance.icon_state || defstate var/curdir = (!appearance.dir || appearance.dir == SOUTH) ? defdir : appearance.dir var/render_icon = curicon if (render_icon) var/curstates = icon_states(curicon) if(!(curstate in curstates)) if ("" in curstates) curstate = "" else render_icon = FALSE 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 //Try to remove/optimize this section ASAP, CPU hog. //Determines if there's directionals. if(render_icon && curdir != SOUTH) if ( !length(icon_states(icon(curicon, curstate, NORTH))) \ && !length(icon_states(icon(curicon, curstate, EAST))) \ && !length(icon_states(icon(curicon, curstate, WEST))) \ ) base_icon_dir = SOUTH if(!base_icon_dir) base_icon_dir = curdir var/curblend = appearance.blend_mode || defblend if(appearance.overlays.len || appearance.underlays.len) var/icon/flat = icon(flat_template) // 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(render_icon) copy = image(icon=curicon, icon_state=curstate, layer=appearance.layer, dir=base_icon_dir) copy.color = appearance.color copy.alpha = appearance.alpha copy.blend_mode = curblend layers[copy] = appearance.layer PROCESS_OVERLAYS_OR_UNDERLAYS(flat, appearance.underlays, 0) PROCESS_OVERLAYS_OR_UNDERLAYS(flat, appearance.overlays, 1) var/icon/add // Icon of overlay being added var/flatX1 = 1 var/flatX2 = flat.Width() var/flatY1 = 1 var/flatY2 = flat.Height() var/addX1 = 0 var/addX2 = 0 var/addY1 = 0 var/addY2 = 0 for(var/image/layer_image as anything in layers) if(layer_image.alpha == 0) continue if(layer_image == copy) // 'layer_image' is an /image based on the object being flattened. curblend = BLEND_OVERLAY add = icon(layer_image.icon, layer_image.icon_state, base_icon_dir) else // 'I' is an appearance object. add = getFlatIcon(image(layer_image), curdir, curicon, curstate, curblend, FALSE, no_anim) if(!add) continue // Find the new dimensions of the flat icon to fit the added overlay addX1 = min(flatX1, layer_image.pixel_x + 1) addX2 = max(flatX2, layer_image.pixel_x + add.Width()) addY1 = min(flatY1, layer_image.pixel_y + 1) addY2 = max(flatY2, layer_image.pixel_y + add.Height()) if ( addX1 != flatX1 \ && addX2 != flatX2 \ && addY1 != flatY1 \ && addY2 != flatY2 \ ) // Resize the flattened icon so the new icon fits flat.Crop( addX1 - flatX1 + 1, addY1 - flatY1 + 1, addX2 - flatX1 + 1, addY2 - flatY1 + 1 ) flatX1 = addX1 flatX2 = addY1 flatY1 = addX2 flatY2 = addY2 // Blend the overlay into the flattened icon flat.Blend(add, blendMode2iconMode(curblend), layer_image.pixel_x + 2 - flatX1, layer_image.pixel_y + 2 - flatY1) if(appearance.color) if(islist(appearance.color)) flat.MapColors(arglist(appearance.color)) else flat.Blend(appearance.color, ICON_MULTIPLY) if(appearance.alpha < 255) flat.Blend(rgb(255, 255, 255, appearance.alpha), ICON_MULTIPLY) if(no_anim) //Clean up repeated frames var/icon/cleaned = new /icon() cleaned.Insert(flat, "", SOUTH, 1, 0) return cleaned else return icon(flat, "", SOUTH) else if (render_icon) // There's no overlays. var/icon/final_icon = icon(icon(curicon, curstate, base_icon_dir), "", SOUTH, no_anim ? TRUE : null) if (appearance.alpha < 255) final_icon.Blend(rgb(255,255,255, appearance.alpha), ICON_MULTIPLY) if (appearance.color) if (islist(appearance.color)) final_icon.MapColors(arglist(appearance.color)) else final_icon.Blend(appearance.color, ICON_MULTIPLY) return final_icon #undef PROCESS_OVERLAYS_OR_UNDERLAYS /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/V in A.overlays)//For every image in overlays. var/image/I will not work, don't try it. var/image/I = V 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. /** * Helper proc to generate a cutout alpha mask out of an icon. * * Why is it a helper if it's so simple? * * Because BYOND's documentation is hot garbage and I don't trust anyone to actually * figure this out on their own without sinking countless hours into it. Yes, it's that * simple, now enjoy. * * But why not use filters? * * Filters do not allow for masks that are not the exact same on every dir. An example of a * need for that can be found in [/proc/generate_left_leg_mask()]. * * Arguments: * * icon_to_mask - The icon file you want to generate an alpha mask out of. * * icon_state_to_mask - The specific icon_state you want to generate an alpha mask out of. * * Returns an `/icon` that is the alpha mask of the provided icon and icon_state. */ /proc/generate_icon_alpha_mask(icon_to_mask, icon_state_to_mask) var/icon/mask_icon = icon(icon_to_mask, icon_state_to_mask) // I hate the MapColors documentation, so I'll explain what happens here. // Basically, what we do here is that we invert the mask by using none of the original // colors, and then the fourth group of number arguments is actually the alpha values of // each of the original colors, which we multiply by 255 and subtract a value of 255 to the // result for the matching pixels, while starting with a base color of white everywhere. mask_icon.MapColors(0,0,0,0, 0,0,0,0, 0,0,0,0, 255,255,255,-255, 1,1,1,1) return mask_icon /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 = getIconMask(src)//getFlatIcon(src) is accurate but SLOW. Not designed for running each tick. This is 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 in 1 to 5)//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(2) I.pixel_x-- if(3) I.pixel_x++ if(4) I.pixel_y-- if(5) I.pixel_y++ add_overlay(I)//And finally add the overlay. /proc/getHologramIcon(icon/A, safety = TRUE, opacity = 0.5)//If safety is on, a new icon is not created. var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon. flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish. flat_icon.ChangeOpacity(opacity) var/icon/alpha_mask = new('icons/effects/effects.dmi', "scanline")//Scanline effect. flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect. return flat_icon //What the mob looks like as animated static //By vg's ComicIronic /proc/getStaticIcon(icon/A, safety = TRUE) var/icon/flat_icon = safety ? A : new(A) flat_icon.Blend(rgb(255,255,255)) flat_icon.BecomeAlphaMask() var/icon/static_icon = icon('icons/effects/effects.dmi', "static_base") static_icon.AddAlphaMask(flat_icon) return static_icon //What the mob looks like as a pitch black outline //By vg's ComicIronic /proc/getBlankIcon(icon/A, safety=1) var/icon/flat_icon = safety ? A : new(A) flat_icon.Blend(rgb(255,255,255)) flat_icon.BecomeAlphaMask() var/icon/blank_icon = new/icon('icons/effects/effects.dmi', "blank_base") blank_icon.AddAlphaMask(flat_icon) return blank_icon //Dwarf fortress style icons based on letters (defaults to the first letter of the Atom's name) //By vg's ComicIronic /proc/getLetterImage(atom/A, letter= "", uppercase = 0) if(!A) return var/icon/atom_icon = new(A.icon, A.icon_state) if(!letter) letter = A.name[1] if(uppercase == 1) letter = uppertext(letter) else if(uppercase == -1) letter = lowertext(letter) var/image/text_image = new(loc = A) text_image.maptext = MAPTEXT("[letter]") text_image.pixel_x = 7 text_image.pixel_y = 5 qdel(atom_icon) return text_image GLOBAL_LIST_EMPTY(friendly_animal_types) // Pick a random animal instead of the icon, and use that instead /proc/getRandomAnimalImage(atom/A) if(!GLOB.friendly_animal_types.len) for(var/T in typesof(/mob/living/simple_animal)) var/mob/living/simple_animal/SA = T if(initial(SA.gold_core_spawnable) == FRIENDLY_SPAWN) GLOB.friendly_animal_types += SA var/mob/living/simple_animal/SA = pick(GLOB.friendly_animal_types) var/icon = initial(SA.icon) var/icon_state = initial(SA.icon_state) var/image/final_image = image(icon, icon_state=icon_state, loc = A) if(ispath(SA, /mob/living/simple_animal/butterfly)) final_image.color = rgb(rand(0,255), rand(0,255), rand(0,255)) // For debugging final_image.text = initial(SA.name) return final_image //Interface for using DrawBox() to draw 1 pixel on a coordinate. //Returns the same icon specifed in the argument, but with the pixel drawn /proc/DrawPixel(icon/I,colour,drawX,drawY) if(!I) return 0 var/Iwidth = I.Width() var/Iheight = I.Height() if(drawX > Iwidth || drawX <= 0) return 0 if(drawY > Iheight || drawY <= 0) return 0 I.DrawBox(colour,drawX, drawY) return I //Interface for easy drawing of one pixel on an atom. /atom/proc/DrawPixelOn(colour, drawX, drawY) var/icon/I = new(icon) var/icon/J = DrawPixel(I, colour, drawX, drawY) if(J) //Only set the icon if it succeeded, the icon without the pixel is 1000x better than a black square. icon = J return J return 0 /// # If you already have a human and need to get its flat icon, call `get_flat_existing_human_icon()` instead. /// For creating consistent icons for human looking simple animals. /proc/get_flat_human_icon(icon_id, datum/job/job, datum/preferences/prefs, dummy_key, showDirs = GLOB.cardinals, outfit_override = null) var/static/list/humanoid_icon_cache = list() if(icon_id && humanoid_icon_cache[icon_id]) return humanoid_icon_cache[icon_id] var/mob/living/carbon/human/dummy/body = generate_dummy_lookalike() //SKYRAT EDIT: original = generate_or_wait_for_human_dummy(dummy_key) if(prefs) prefs.apply_prefs_to(body, TRUE) var/datum/outfit/outfit = outfit_override || job?.outfit if(job) body.dna.species.pre_equip_species_outfit(job, body, TRUE) if(outfit) body.equip_outfit_and_loadout(outfit, prefs, TRUE) //SKYRAT EDIT CHANGE var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing") for(var/D in showDirs) var/icon/partial = getFlatIcon(body, defdir=D) out_icon.Insert(partial,dir=D) humanoid_icon_cache[icon_id] = out_icon dummy_key? unset_busy_human_dummy(dummy_key) : qdel(body) return out_icon /** * A simpler version of get_flat_human_icon() that uses an existing human as a base to create the icon. * Does not feature caching yet, since I could not think of a good way to cache them without having a possibility * of using the cached version when we don't want to, so only use this proc if you just need this flat icon * generated once and handle the caching yourself if you need to access that icon multiple times, or * refactor this proc to feature caching of icons. * * Arguments: * * existing_human - The human we want to get a flat icon out of. * * directions_to_output - The directions of the resulting flat icon, defaults to all cardinal directions. */ /proc/get_flat_existing_human_icon(mob/living/carbon/human/existing_human, directions_to_output = GLOB.cardinals) RETURN_TYPE(/icon) if(!existing_human || !istype(existing_human)) CRASH("Attempted to call get_flat_existing_human_icon on a [existing_human ? existing_human.type : "null"].") // We need to force the dir of the human so we can take those pictures, we'll set it back afterwards. var/initial_human_dir = existing_human.dir existing_human.dir = SOUTH var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing") for(var/direction in directions_to_output) var/icon/partial = getFlatIcon(existing_human, defdir = direction) out_icon.Insert(partial, dir = direction) existing_human.dir = initial_human_dir return out_icon //Hook, override to run code on- wait this is images //Images have dir without being an atom, so they get their own definition. //Lame. /image/proc/setDir(newdir) dir = newdir /// 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]") /// Generate a filename for this asset /// The same asset will always lead to the same asset name /// (Generated names do not include file extention.) /proc/generate_asset_name(file) return "asset.[md5(fcopy_rsc(file))]" /** * 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") WRITE_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. ///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 if(SSlag_switch.measures[DISABLE_USR_ICON2HTML] && usr && !HAS_TRAIT(usr, TRAIT_BYPASS_MEASURES)) return var/key var/icon/icon2collapse = thing if (!target) return if (target == world) target = GLOB.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 "" //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_1 & HTML_USE_INITAL_ICON_1)) 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 "" /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 "" // 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 "" //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(SSlag_switch.measures[DISABLE_USR_ICON2HTML] && usr && !HAS_TRAIT(usr, TRAIT_BYPASS_MEASURES)) return if (isicon(thing)) return icon2html(thing, target) var/icon/I = getFlatIcon(thing) return icon2html(I, target, sourceonly = sourceonly) GLOBAL_LIST_EMPTY(transformation_animation_objects) /* * Creates animation that turns current icon into result appearance from top down. * * result_appearance - End result appearance/atom/image * time - Animation duration * transform_overlay - Appearance/atom/image of effect that moves along the animation - should be horizonatally centered */ /atom/movable/proc/transformation_animation(result_appearance,time = 3 SECONDS,transform_overlay) var/list/transformation_objects = GLOB.transformation_animation_objects[src] || list() //Disappearing part var/top_part_filter = filter(type="alpha",icon=icon('icons/effects/alphacolors.dmi',"white"),y=0) filters += top_part_filter var/filter_index = length(filters) animate(filters[filter_index],y=-32,time=time) //Appearing part var/obj/effect/overlay/appearing_part = new appearing_part.appearance = result_appearance appearing_part.appearance_flags |= KEEP_TOGETHER | KEEP_APART appearing_part.vis_flags = VIS_INHERIT_ID appearing_part.filters = filter(type="alpha",icon=icon('icons/effects/alphacolors.dmi',"white"),y=0,flags=MASK_INVERSE) animate(appearing_part.filters[1],y=-32,time=time) transformation_objects += appearing_part //Transform effect thing - todo make appearance passed in if(transform_overlay) var/obj/transform_effect = new transform_effect.appearance = transform_overlay transform_effect.vis_flags = VIS_INHERIT_ID transform_effect.pixel_y = 16 transform_effect.alpha = 255 transformation_objects += transform_effect animate(transform_effect,pixel_y=-16,time=time) animate(alpha=0) GLOB.transformation_animation_objects[src] = transformation_objects for(var/A in transformation_objects) vis_contents += A addtimer(CALLBACK(src, PROC_REF(_reset_transformation_animation),filter_index),time) /* * Resets filters and removes transformation animations helper objects from vis contents. */ /atom/movable/proc/_reset_transformation_animation(filter_index) var/list/transformation_objects = GLOB.transformation_animation_objects[src] for(var/A in transformation_objects) vis_contents -= A qdel(A) transformation_objects.Cut() GLOB.transformation_animation_objects -= src if(filters && length(filters) >= filter_index) filters -= filters[filter_index] /** * Center's an image. * Requires: * The Image * The x dimension of the icon file used in the image * The y dimension of the icon file used in the image * eg: center_image(image_to_center, 32,32) * eg2: center_image(image_to_center, 96,96) **/ /proc/center_image(image/image_to_center, x_dimension = 0, y_dimension = 0) if(!image_to_center) return if(!x_dimension || !y_dimension) return if((x_dimension == world.icon_size) && (y_dimension == world.icon_size)) return image_to_center //Offset the image so that it's bottom left corner is shifted this many pixels //This makes it infinitely easier to draw larger inhands/images larger than world.iconsize //but still use them in game var/x_offset = -((x_dimension / world.icon_size) - 1) * (world.icon_size * 0.5) var/y_offset = -((y_dimension / world.icon_size) - 1) * (world.icon_size * 0.5) //Correct values under world.icon_size if(x_dimension < world.icon_size) x_offset *= -1 if(y_dimension < world.icon_size) y_offset *= -1 image_to_center.pixel_x = x_offset image_to_center.pixel_y = y_offset return image_to_center ///Flickers an overlay on an atom /proc/flick_overlay_static(overlay_image, atom/source, duration) set waitfor = FALSE if(!source || !overlay_image) return source.add_overlay(overlay_image) sleep(duration) source.cut_overlay(overlay_image) ///Perform a shake on an atom, resets its position afterwards /atom/proc/Shake(pixelshiftx = 15, pixelshifty = 15, duration = 250) var/initialpixelx = pixel_x var/initialpixely = pixel_y var/shiftx = rand(-pixelshiftx,pixelshiftx) var/shifty = rand(-pixelshifty,pixelshifty) animate(src, pixel_x = pixel_x + shiftx, pixel_y = pixel_y + shifty, time = 0.2, loop = duration) pixel_x = initialpixelx pixel_y = initialpixely ///Checks if the given iconstate exists in the given file, caching the result. Setting scream to TRUE will print a stack trace ONCE. /proc/icon_exists(file, state, scream) var/static/list/icon_states_cache = list() if(icon_states_cache[file]?[state]) return TRUE if(icon_states_cache[file]?[state] == FALSE) return FALSE var/list/states = icon_states(file) if(!icon_states_cache[file]) icon_states_cache[file] = list() if(state in states) icon_states_cache[file][state] = TRUE return TRUE else icon_states_cache[file][state] = FALSE if(scream) stack_trace("Icon Lookup for state: [state] in file [file] failed.") return FALSE