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Bubberstation/code/_onclick/hud/parallax/parallax.dm

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Executable File

/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
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))
for(var/atom/movable/screen/plane_master/white_space as anything in get_true_plane_masters(PLANE_SPACE))
white_space.hide_plane(screenmob)
return FALSE
for(var/atom/movable/screen/plane_master/white_space as anything in get_true_plane_masters(PLANE_SPACE))
white_space.unhide_plane(screenmob)
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