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* Fixes parallax runtimes when your eye is not a mob (#71072) ## About The Pull Request Also properly supports passing no input into the update proc * Fixes parallax runtimes when your eye is not a mob Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
361 lines
12 KiB
Plaintext
Executable File
361 lines
12 KiB
Plaintext
Executable File
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/datum/hud/proc/create_parallax(mob/viewmob)
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var/mob/screenmob = viewmob || mymob
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var/client/C = screenmob.client
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if (!apply_parallax_pref(viewmob)) //don't want shit computers to crash when specing someone with insane parallax, so use the viewer's pref
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return
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if(!length(C.parallax_layers_cached))
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C.parallax_layers_cached = list()
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_1(null, screenmob)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_2(null, screenmob)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/planet(null, screenmob)
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if(SSparallax.random_layer)
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C.parallax_layers_cached += new SSparallax.random_layer(null, screenmob)
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C.parallax_layers_cached += new /atom/movable/screen/parallax_layer/layer_3(null, screenmob)
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C.parallax_layers = C.parallax_layers_cached.Copy()
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if (length(C.parallax_layers) > C.parallax_layers_max)
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C.parallax_layers.len = C.parallax_layers_max
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C.screen |= (C.parallax_layers)
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// We could do not do parallax for anything except the main plane group
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// This could be changed, but it would require refactoring this whole thing
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// And adding non client particular hooks for all the inputs, and I do not have the time I'm sorry :(
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for(var/atom/movable/screen/plane_master/plane_master in screenmob.hud_used.get_true_plane_masters(PLANE_SPACE))
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if(screenmob != mymob)
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C.screen -= locate(/atom/movable/screen/plane_master/parallax_white) in C.screen
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C.screen += plane_master
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plane_master.color = list(
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0, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0,
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1, 1, 1, 1,
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0, 0, 0, 0
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)
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/datum/hud/proc/remove_parallax(mob/viewmob)
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var/mob/screenmob = viewmob || mymob
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var/client/C = screenmob.client
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C.screen -= (C.parallax_layers_cached)
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for(var/atom/movable/screen/plane_master/plane_master in screenmob.hud_used.get_true_plane_masters(PLANE_SPACE))
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if(screenmob != mymob)
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C.screen -= locate(/atom/movable/screen/plane_master/parallax_white) in C.screen
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C.screen += plane_master
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plane_master.color = initial(plane_master.color)
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C.parallax_layers = null
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/datum/hud/proc/apply_parallax_pref(mob/viewmob)
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var/mob/screenmob = viewmob || mymob
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if(SSmapping.level_trait(screenmob.z, ZTRAIT_NOPARALLAX))
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return FALSE
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if (SSlag_switch.measures[DISABLE_PARALLAX] && !HAS_TRAIT(viewmob, TRAIT_BYPASS_MEASURES))
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return FALSE
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var/client/C = screenmob.client
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// Default to HIGH
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var/parallax_selection = C?.prefs.read_preference(/datum/preference/choiced/parallax) || PARALLAX_HIGH
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switch(parallax_selection)
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if (PARALLAX_INSANE)
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C.parallax_layers_max = 5
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C.do_parallax_animations = TRUE
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return TRUE
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if(PARALLAX_HIGH)
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C.parallax_layers_max = 4
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C.do_parallax_animations = TRUE
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return TRUE
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if (PARALLAX_MED)
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C.parallax_layers_max = 3
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C.do_parallax_animations = TRUE
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return TRUE
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if (PARALLAX_LOW)
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C.parallax_layers_max = 1
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C.do_parallax_animations = FALSE
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return TRUE
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if (PARALLAX_DISABLE)
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return FALSE
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/datum/hud/proc/update_parallax_pref(mob/viewmob)
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var/mob/screen_mob = viewmob || mymob
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if(!screen_mob.client)
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return
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remove_parallax(screen_mob)
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create_parallax(screen_mob)
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update_parallax(screen_mob)
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// This sets which way the current shuttle is moving (returns true if the shuttle has stopped moving so the caller can append their animation)
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/datum/hud/proc/set_parallax_movedir(new_parallax_movedir = 0, skip_windups, mob/viewmob)
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. = FALSE
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var/mob/screenmob = viewmob || mymob
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var/client/C = screenmob.client
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if(new_parallax_movedir == C.parallax_movedir)
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return
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var/animatedir = new_parallax_movedir
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if(new_parallax_movedir == FALSE)
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var/animate_time = 0
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for(var/thing in C.parallax_layers)
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var/atom/movable/screen/parallax_layer/L = thing
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L.icon_state = initial(L.icon_state)
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L.update_o(C.view)
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var/T = PARALLAX_LOOP_TIME / L.speed
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if (T > animate_time)
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animate_time = T
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C.dont_animate_parallax = world.time + min(animate_time, PARALLAX_LOOP_TIME)
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animatedir = C.parallax_movedir
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var/matrix/newtransform
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switch(animatedir)
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if(NORTH)
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newtransform = matrix(1, 0, 0, 0, 1, 480)
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if(SOUTH)
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newtransform = matrix(1, 0, 0, 0, 1,-480)
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if(EAST)
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newtransform = matrix(1, 0, 480, 0, 1, 0)
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if(WEST)
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newtransform = matrix(1, 0,-480, 0, 1, 0)
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var/shortesttimer
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if(!skip_windups)
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for(var/thing in C.parallax_layers)
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var/atom/movable/screen/parallax_layer/L = thing
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var/T = PARALLAX_LOOP_TIME / L.speed
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if (isnull(shortesttimer))
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shortesttimer = T
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if (T < shortesttimer)
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shortesttimer = T
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L.transform = newtransform
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animate(L, transform = matrix(), time = T, easing = QUAD_EASING | (new_parallax_movedir ? EASE_IN : EASE_OUT), flags = ANIMATION_END_NOW)
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if (new_parallax_movedir)
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L.transform = newtransform
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animate(transform = matrix(), time = T) //queue up another animate so lag doesn't create a shutter
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C.parallax_movedir = new_parallax_movedir
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if (C.parallax_animate_timer)
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deltimer(C.parallax_animate_timer)
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var/datum/callback/CB = CALLBACK(src, .proc/update_parallax_motionblur, C, animatedir, new_parallax_movedir, newtransform)
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if(skip_windups)
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CB.Invoke()
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else
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C.parallax_animate_timer = addtimer(CB, min(shortesttimer, PARALLAX_LOOP_TIME), TIMER_CLIENT_TIME|TIMER_STOPPABLE)
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/datum/hud/proc/update_parallax_motionblur(client/C, animatedir, new_parallax_movedir, matrix/newtransform)
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if(!C)
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return
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C.parallax_animate_timer = FALSE
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for(var/thing in C.parallax_layers)
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var/atom/movable/screen/parallax_layer/L = thing
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if (!new_parallax_movedir)
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animate(L)
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continue
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var/newstate = initial(L.icon_state)
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var/T = PARALLAX_LOOP_TIME / L.speed
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if (newstate in icon_states(L.icon))
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L.icon_state = newstate
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L.update_o(C.view)
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L.transform = newtransform
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animate(L, transform = L.transform, time = 0, loop = -1, flags = ANIMATION_END_NOW)
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animate(transform = matrix(), time = T)
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/datum/hud/proc/update_parallax(mob/viewmob)
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var/mob/screenmob = viewmob || mymob
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var/client/C = screenmob.client
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var/turf/posobj = get_turf(C.eye)
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if(!posobj)
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return
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var/area/areaobj = posobj.loc
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// Update the movement direction of the parallax if necessary (for shuttles)
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set_parallax_movedir(areaobj.parallax_movedir, FALSE, screenmob)
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var/force = FALSE
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if(!C.previous_turf || (C.previous_turf.z != posobj.z))
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C.previous_turf = posobj
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force = TRUE
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//Doing it this way prevents parallax layers from "jumping" when you change Z-Levels.
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var/offset_x = posobj.x - C.previous_turf.x
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var/offset_y = posobj.y - C.previous_turf.y
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if(!offset_x && !offset_y && !force)
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return
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var/glide_rate = round(world.icon_size / screenmob.glide_size * world.tick_lag, world.tick_lag)
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C.previous_turf = posobj
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var/largest_change = max(abs(offset_x), abs(offset_y))
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var/max_allowed_dist = (glide_rate / world.tick_lag) + 1
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// If we aren't already moving/don't allow parallax, have made some movement, and that movement was smaller then our "glide" size, animate
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var/run_parralax = (C.do_parallax_animations && glide_rate && !areaobj.parallax_movedir && C.dont_animate_parallax <= world.time && largest_change <= max_allowed_dist)
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for(var/atom/movable/screen/parallax_layer/parallax_layer as anything in C.parallax_layers)
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var/our_speed = parallax_layer.speed
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var/change_x
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var/change_y
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if(parallax_layer.absolute)
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// We use change here so the typically large absolute objects (just lavaland for now) don't jitter so much
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change_x = (posobj.x - SSparallax.planet_x_offset) * our_speed + parallax_layer.offset_x
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change_y = (posobj.y - SSparallax.planet_y_offset) * our_speed + parallax_layer.offset_y
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else
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change_x = offset_x * our_speed
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change_y = offset_y * our_speed
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// This is how we tile parralax sprites
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// It doesn't use change because we really don't want to animate this
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if(parallax_layer.offset_x - change_x > 240)
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parallax_layer.offset_x -= 480
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else if(parallax_layer.offset_x - change_x < -240)
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parallax_layer.offset_x += 480
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if(parallax_layer.offset_y - change_y > 240)
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parallax_layer.offset_y -= 480
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else if(parallax_layer.offset_y - change_y < -240)
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parallax_layer.offset_y += 480
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// Now that we have our offsets, let's do our positioning
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parallax_layer.offset_x -= change_x
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parallax_layer.offset_y -= change_y
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parallax_layer.screen_loc = "CENTER-7:[round(parallax_layer.offset_x, 1)],CENTER-7:[round(parallax_layer.offset_y, 1)]"
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// We're going to use a transform to "glide" that last movement out, so it looks nicer
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// Don't do any animates if we're not actually moving enough distance yeah? thanks lad
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if(run_parralax && (largest_change * our_speed > 1))
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parallax_layer.transform = matrix(1,0,change_x, 0,1,change_y)
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animate(parallax_layer, transform=matrix(), time = glide_rate)
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/atom/movable/proc/update_parallax_contents()
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for(var/mob/client_mob as anything in client_mobs_in_contents)
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if(length(client_mob?.client?.parallax_layers) && client_mob.hud_used)
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client_mob.hud_used.update_parallax()
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/mob/proc/update_parallax_teleport() //used for arrivals shuttle
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if(client?.eye && hud_used && length(client.parallax_layers))
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var/area/areaobj = get_area(client.eye)
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hud_used.set_parallax_movedir(areaobj.parallax_movedir, TRUE)
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// We need parallax to always pass its args down into initialize, so we immediate init it
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INITIALIZE_IMMEDIATE(/atom/movable/screen/parallax_layer)
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/atom/movable/screen/parallax_layer
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icon = 'icons/effects/parallax.dmi'
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var/speed = 1
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var/offset_x = 0
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var/offset_y = 0
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var/absolute = FALSE
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blend_mode = BLEND_ADD
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plane = PLANE_SPACE_PARALLAX
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screen_loc = "CENTER-7,CENTER-7"
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mouse_opacity = MOUSE_OPACITY_TRANSPARENT
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/atom/movable/screen/parallax_layer/Initialize(mapload, mob/owner)
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. = ..()
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var/client/boss = owner?.client
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if(!boss) // If this typepath all starts to harddel your culprit is likely this
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return INITIALIZE_HINT_QDEL
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// I do not want to know bestie
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var/view = boss.view || world.view
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update_o(view)
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RegisterSignal(boss, COMSIG_VIEW_SET, .proc/on_view_change)
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/atom/movable/screen/parallax_layer/proc/on_view_change(datum/source, new_size)
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SIGNAL_HANDLER
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update_o(new_size)
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/atom/movable/screen/parallax_layer/proc/update_o(view)
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if (!view)
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view = world.view
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var/static/parallax_scaler = world.icon_size / 480
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// Turn the view size into a grid of correctly scaled overlays
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var/list/viewscales = getviewsize(view)
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var/countx = CEILING((viewscales[1] / 2) * parallax_scaler, 1) + 1
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var/county = CEILING((viewscales[2] / 2) * parallax_scaler, 1) + 1
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var/list/new_overlays = new
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for(var/x in -countx to countx)
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for(var/y in -county to county)
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if(x == 0 && y == 0)
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continue
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var/mutable_appearance/texture_overlay = mutable_appearance(icon, icon_state)
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texture_overlay.transform = matrix(1, 0, x*480, 0, 1, y*480)
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new_overlays += texture_overlay
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cut_overlays()
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add_overlay(new_overlays)
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/atom/movable/screen/parallax_layer/layer_1
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icon_state = "layer1"
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speed = 0.6
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layer = 1
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/atom/movable/screen/parallax_layer/layer_2
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icon_state = "layer2"
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speed = 1
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layer = 2
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/atom/movable/screen/parallax_layer/layer_3
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icon_state = "layer3"
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speed = 1.4
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layer = 3
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/atom/movable/screen/parallax_layer/random
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blend_mode = BLEND_OVERLAY
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speed = 3
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layer = 3
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/atom/movable/screen/parallax_layer/random/space_gas
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icon_state = "space_gas"
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/atom/movable/screen/parallax_layer/random/space_gas/Initialize(mapload, mob/owner)
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. = ..()
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src.add_atom_colour(SSparallax.random_parallax_color, ADMIN_COLOUR_PRIORITY)
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/atom/movable/screen/parallax_layer/random/asteroids
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icon_state = "asteroids"
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layer = 4
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/atom/movable/screen/parallax_layer/planet
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icon_state = "planet"
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blend_mode = BLEND_OVERLAY
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absolute = TRUE //Status of seperation
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speed = 3
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layer = 30
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/atom/movable/screen/parallax_layer/planet/Initialize(mapload, mob/owner)
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. = ..()
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if(!owner?.client)
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return
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var/static/list/connections = list(
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COMSIG_MOVABLE_Z_CHANGED = .proc/on_z_change,
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COMSIG_MOB_LOGOUT = .proc/on_mob_logout,
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)
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AddComponent(/datum/component/connect_mob_behalf, owner.client, connections)
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on_z_change(owner)
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/atom/movable/screen/parallax_layer/planet/proc/on_mob_logout(mob/source)
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SIGNAL_HANDLER
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var/client/boss = source.canon_client
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on_z_change(boss.mob)
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/atom/movable/screen/parallax_layer/planet/proc/on_z_change(mob/source)
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SIGNAL_HANDLER
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var/client/boss = source.client
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var/turf/posobj = get_turf(boss?.eye)
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if(!posobj)
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return
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invisibility = is_station_level(posobj.z) ? 0 : INVISIBILITY_ABSTRACT
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/atom/movable/screen/parallax_layer/planet/update_o()
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return //Shit won't move
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