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Y0SH1M4S73R 5efeedbad9 [TM First] Paint Canvas Refactor (powered by the Universal Icon Editing Framework) (#94797)
## About The Pull Request

This PR adds a universal framework for editing sprites, and adds an
example implementation by way of porting paint canvases to it. This
should have no impact on serializing paintings in the database. As part
of this canvas refactor, zooming in and out of a canvas is now handled
entirely on the client side.

The paint palette component has also been refactored to allow a variable
number of colors up to the specified maximum, instead of populating all
color slots to start out with.

Some features of the sprite editing framework are unused in this PR, as
they were not necessary for feature parity with the current
implementation of paintings. However, they remain present for use in
future PRs, such as a PDA painting app that was separated out of this
branch for atomicity. These features include:
- Eraser tool
- Undo history
- Layers
- Multi-dir icon support

Support for animated icons is not present, but planned to be added when
a new feature needs it.

### New Painting UI Screenshot:
<img width="1210" height="596" alt="NewCanvasUiDemo"
src="https://github.com/user-attachments/assets/4181745b-716b-4068-b3a2-d2491e5abf09"
/>

## Why It's Good For The Game

This framework opens the possibility for a wide variety of new features,
such as Goofball's planned tailoring mechanic. Additionally, the
consolidation of all the controls into a single window should make
painting more user-friendly.

## Changelog

🆑
refactor: Painting has been significantly refactored with a new UI that
should provide every painting control you need without having to unfocus
the UI window. Please report any issues.
refactor: Items that can store paint palettes now start with no colors.
Colors can be added to and removed from the item's palette, up to the
number of colors they previously stored.
/🆑

---------

Co-authored-by: Jordan Dominion <dominion@tgstation13.org>
2026-02-01 14:51:58 -05:00

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/*!
* Copyright (c) 2020 Aleksej Komarov
* SPDX-License-Identifier: MIT
*/
/**
* tgui datum (represents a UI).
*/
/datum/tgui
/// The mob who opened/is using the UI.
var/mob/user
/// The object which owns the UI.
var/datum/src_object
/// The title of the UI.
var/title
/// The window_id for browse() and onclose().
var/datum/tgui_window/window
/// Key that is used for remembering the window geometry.
var/window_key
/// Deprecated: Window size.
var/window_size
/// The interface (template) to be used for this UI.
var/interface
/// Update the UI every MC tick.
var/autoupdate = TRUE
/// If the UI has been initialized yet.
var/initialized = FALSE
/// Time of opening the window.
var/opened_at
/// Stops further updates when close() was called.
var/closing = FALSE
/// The status/visibility of the UI.
var/status = UI_INTERACTIVE
/// Timed refreshing state
var/refreshing = FALSE
/// Topic state used to determine status/interactability.
var/datum/ui_state/state = null
/// Rate limit client refreshes to prevent DoS.
COOLDOWN_DECLARE(refresh_cooldown)
/// The id of any ByondUi elements that we have opened
var/list/open_byondui_elements
/**
* public
*
* Create a new UI.
*
* required user mob The mob who opened/is using the UI.
* required src_object datum The object or datum which owns the UI.
* required interface string The interface used to render the UI.
* optional title string The title of the UI.
* optional ui_x int Deprecated: Window width.
* optional ui_y int Deprecated: Window height.
*
* return datum/tgui The requested UI.
*/
/datum/tgui/New(mob/user, datum/src_object, interface, title, ui_x, ui_y)
log_tgui(user,
"new [interface]",
src_object = src_object)
src.user = user
src.src_object = src_object
src.window_key = "[REF(src_object)]-main"
src.interface = interface
if(title)
src.title = title
src.state = src_object.ui_state(user)
// Deprecated
if(ui_x && ui_y)
src.window_size = list(ui_x, ui_y)
/datum/tgui/Destroy()
user = null
src_object = null
return ..()
/**
* public
*
* Open this UI (and initialize it with data).
*
* return bool - TRUE if a new pooled window is opened, FALSE in all other situations including if a new pooled window didn't open because one already exists.
*/
/datum/tgui/proc/open()
if(!user.client)
return FALSE
if(window)
return FALSE
process_status()
if(status < UI_UPDATE)
return FALSE
window = SStgui.request_pooled_window(user)
if(!window)
return FALSE
opened_at = world.time
window.acquire_lock(src)
if(!window.is_ready())
window.initialize(
strict_mode = TRUE,
assets = list(
get_asset_datum(/datum/asset/simple/tgui),
))
else
window.send_message("ping")
send_assets()
window.send_message("update", get_payload(
with_data = TRUE,
with_static_data = TRUE))
SStgui.on_open(src)
return TRUE
/datum/tgui/proc/send_assets()
var/flush_queue = window.send_asset(get_asset_datum(
/datum/asset/simple/namespaced/fontawesome))
flush_queue |= window.send_asset(get_asset_datum(
/datum/asset/simple/namespaced/tgfont))
flush_queue |= window.send_asset(get_asset_datum(
/datum/asset/json/icon_ref_map))
for(var/datum/asset/asset in src_object.ui_assets(user))
flush_queue |= window.send_asset(asset)
if (flush_queue)
user.client.browse_queue_flush()
/**
* public
*
* Close the UI.
*
* optional can_be_suspended bool
*/
/datum/tgui/proc/close(can_be_suspended = TRUE)
if(closing)
return
closing = TRUE
// If we don't have window_id, open proc did not have the opportunity
// to finish, therefore it's safe to skip this whole block.
if(window)
// Windows you want to keep are usually blue screens of death
// and we want to keep them around, to allow user to read
// the error message properly.
window.release_lock()
window.close(can_be_suspended)
src_object.ui_close(user)
SStgui.on_close(src)
if(user.client)
terminate_byondui_elements()
state = null
qdel(src)
/**
* public
*
* Sends a message to the front end to push the UI window to position 0,0
*
* optional can_be_suspended bool
*/
/datum/tgui/proc/reset_ui_position()
if(window)
// Windows you want to keep are usually blue screens of death
// and we want to keep them around, to allow user to read
// the error message properly.
window.send_message("resetposition")
/**
* public
*
* Closes all ByondUI elements, left dangling by a forceful TGUI exit,
* such as via Alt+F4, closing or terminating the process
*
*/
/datum/tgui/proc/terminate_byondui_elements()
set waitfor = FALSE
for(var/byondui_element in open_byondui_elements)
winset(user.client, byondui_element, list("parent" = ""))
/**
* public
*
* Enable/disable auto-updating of the UI.
*
* required value bool Enable/disable auto-updating.
*/
/datum/tgui/proc/set_autoupdate(autoupdate)
src.autoupdate = autoupdate
/**
* public
*
* Replace current ui.state with a new one.
*
* required state datum/ui_state/state Next state
*/
/datum/tgui/proc/set_state(datum/ui_state/state)
src.state = state
/**
* public
*
* Makes an asset available to use in tgui.
*
* required asset datum/asset
*
* return bool - true if an asset was actually sent
*/
/datum/tgui/proc/send_asset(datum/asset/asset)
if(!window)
CRASH("send_asset() was called either without calling open() first or when open() did not return TRUE.")
return window.send_asset(asset)
/**
* public
*
* Send a full update to the client (includes static data).
*
* optional custom_data list Custom data to send instead of ui_data.
* optional force bool Send an update even if UI is not interactive.
* optional always_instant bool Send and update regardless of the cooldown.
*/
/datum/tgui/proc/send_full_update(custom_data, force, always_instant)
if(!user.client || !initialized || closing)
return
if(!always_instant && !COOLDOWN_FINISHED(src, refresh_cooldown))
refreshing = TRUE
addtimer(CALLBACK(src, PROC_REF(send_full_update), custom_data, force), COOLDOWN_TIMELEFT(src, refresh_cooldown), TIMER_UNIQUE)
return
refreshing = FALSE
var/should_update_data = force || status >= UI_UPDATE
window.send_message("update", get_payload(
custom_data,
with_data = should_update_data,
with_static_data = TRUE))
if(!always_instant)
COOLDOWN_START(src, refresh_cooldown, TGUI_REFRESH_FULL_UPDATE_COOLDOWN)
/**
* public
*
* Send a partial update to the client (excludes static data).
*
* optional custom_data list Custom data to send instead of ui_data.
* optional force bool Send an update even if UI is not interactive.
*/
/datum/tgui/proc/send_update(custom_data, force)
if(!user.client || !initialized || closing)
return
var/should_update_data = force || status >= UI_UPDATE
window.send_message("update", get_payload(
custom_data,
with_data = should_update_data))
/**
* private
*
* Package the data to send to the UI, as JSON.
*
* return list
*/
/datum/tgui/proc/get_payload(custom_data, with_data, with_static_data)
var/list/json_data = list()
json_data["config"] = list(
"title" = title,
"status" = status,
"interface" = list(
"name" = interface,
"layout" = user.client.prefs.read_preference(src_object.layout_prefs_used),
),
"refreshing" = refreshing,
"window" = list(
"key" = window_key,
"size" = window_size,
"locked" = user.client.prefs.read_preference(/datum/preference/toggle/tgui_lock),
"scale" = user.client.prefs.read_preference(/datum/preference/toggle/ui_scale),
),
"client" = list(
"ckey" = user.client.ckey,
"address" = user.client.address,
"computer_id" = user.client.computer_id,
),
"user" = list(
"name" = "[user]",
"observer" = isobserver(user),
),
)
var/data = custom_data || with_data && src_object.ui_data(user)
SEND_SIGNAL(src_object, COMSIG_UI_DATA, user, data)
if(data)
json_data["data"] = data
var/static_data = with_static_data && src_object.ui_static_data(user)
if(static_data)
json_data["static_data"] = static_data
if(src_object.tgui_shared_states)
json_data["shared"] = src_object.tgui_shared_states
return json_data
/**
* private
*
* Run an update cycle for this UI. Called internally by SStgui
* every second or so.
*/
/datum/tgui/process(seconds_per_tick, force = FALSE)
if(closing)
return
var/datum/host = src_object.ui_host(user)
// If the object or user died (or something else), abort.
if(QDELETED(src_object) || QDELETED(host) || QDELETED(user) || QDELETED(window))
close(can_be_suspended = FALSE)
return
// Validate ping
if(!initialized && world.time - opened_at > TGUI_PING_TIMEOUT)
log_tgui(user, "Error: Zombie window detected, closing.",
window = window,
src_object = src_object)
close(can_be_suspended = FALSE)
return
// Update through a normal call to ui_interact
if(status != UI_DISABLED && (autoupdate || force))
src_object.ui_interact(user, src)
return
// Update status only
var/needs_update = process_status()
if(status <= UI_CLOSE)
close()
return
if(needs_update)
window.send_message("update", get_payload())
/**
* private
*
* Updates the status, and returns TRUE if status has changed.
*/
/datum/tgui/proc/process_status()
var/prev_status = status
status = src_object.ui_status(user, state)
return prev_status != status
/**
* private
*
* Callback for handling incoming tgui messages.
*/
/datum/tgui/proc/on_message(type, list/payload, list/href_list)
// Pass act type messages to ui_act
if(type && copytext(type, 1, 5) == "act/")
var/act_type = copytext(type, 5)
log_tgui(user, "Action: [act_type] [href_list["payload"]]",
window = window,
src_object = src_object)
process_status()
DEFAULT_QUEUE_OR_CALL_VERB(VERB_CALLBACK(src, PROC_REF(on_act_message), act_type, payload, state))
return FALSE
switch(type)
if("ready")
// Send a full update when the user manually refreshes the UI
if(initialized)
send_full_update()
initialized = TRUE
if("ping/reply")
initialized = TRUE
if("suspend")
close(can_be_suspended = TRUE)
if("close")
close(can_be_suspended = FALSE)
if("log")
if(href_list["fatal"])
close(can_be_suspended = FALSE)
if("setSharedState")
if(status != UI_INTERACTIVE)
return
LAZYINITLIST(src_object.tgui_shared_states)
src_object.tgui_shared_states[href_list["key"]] = href_list["value"]
SStgui.update_uis(src_object)
if(TGUI_MANAGED_BYONDUI_TYPE_RENDER)
var/byond_ui_id = payload[TGUI_MANAGED_BYONDUI_PAYLOAD_ID]
if(!byond_ui_id || LAZYLEN(open_byondui_elements) > TGUI_MANAGED_BYONDUI_LIMIT)
return
LAZYOR(open_byondui_elements, byond_ui_id)
if(TGUI_MANAGED_BYONDUI_TYPE_UNMOUNT)
var/byond_ui_id = payload[TGUI_MANAGED_BYONDUI_PAYLOAD_ID]
if(!byond_ui_id)
return
LAZYREMOVE(open_byondui_elements, byond_ui_id)
/// Wrapper for behavior to potentially wait until the next tick if the server is overloaded
/datum/tgui/proc/on_act_message(act_type, payload, state)
if(QDELETED(src) || QDELETED(src_object))
return
if(src_object.ui_act(act_type, payload, src, state))
SStgui.update_uis(src_object)