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Bubberstation/code/modules/admin/view_variables/particle_editor.dm
SkyratBot 8d1c87a394 [MIRROR] Particle editor [MDB IGNORE] (#17584)
* Particle editor (#71110)

## About The Pull Request
Demo: https://streamable.com/wnj3mf

Features:
- Full support for most gradients/vectors/numbers/generators/transforms
( I might have forgotten some of the more esoteric ones)
- A "tutorial" section that explains the different rand/generation types
and how physics works with pictures
- Button for viewing what each var does
- Selecting a particle type to set immediately
- The generator types use defines now

Not included:
Color matrix support for color generators (I'm sorry but hell no)

Special thanks to @ jlsnow301 for explaining js things to me

## Why It's Good For The Game

Making cool stuf

## Changelog
🆑
refactor: Added a particle editor to VV dropdown which can be used by
coders and admins to edit particle values on the fly easily.
/🆑

Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>

* Particle editor

Co-authored-by: TiviPlus <57223640+TiviPlus@users.noreply.github.com>
Co-authored-by: TiviPlus <572233640+TiviPlus@ users.noreply.com>
2022-11-20 00:33:34 +00:00

200 lines
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/datum/particle_editor
/// movable whose particles we want to be editing
var/atom/movable/target
/datum/particle_editor/New(atom/target)
src.target = target
/datum/particle_editor/ui_state(mob/user)
return GLOB.admin_state
/datum/particle_editor/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ParticleEdit")
ui.open()
/datum/particle_editor/ui_assets(mob/user)
. = ..()
. += get_asset_datum(/datum/asset/simple/particle_editor)
///returns ui_data values for the particle editor
/particles/proc/return_ui_representation(mob/user)
var/data = list()
//affect entire set: no generators
data["width"] = width //float
data["height"] = height //float
data["count"] = count //float
data["spawning"] = spawning //float
data["bound1"] = islist(bound1) ? bound1 : list(bound1,bound1,bound1) //float OR list(x, y, z)
data["bound2"] = islist(bound2) ? bound2 : list(bound2,bound2,bound2) //float OR list(x, y, z)
data["gravity"] = gravity //list(x, y, z)
data["gradient"] = gradient //gradient array list(number, string, number, string, "loop", "space"=COLORSPACE_RGB)
data["transform"] = transform //list(a, b, c, d, e, f) OR list(xx,xy,xz, yx,yy,yz, zx,zy,zz) OR list(xx,xy,xz, yx,yy,yz, zx,zy,zz, cx,cy,cz) OR list(xx,xy,xz,xw, yx,yy,yz,yw, zx,zy,zz,zw, wx,wy,wz,ww)
//applied on spawn
if(islist(icon))
var/list/icon_data = list()
for(var/file in icon)
icon_data["[file]"] = icon[file]
data["icon"] = icon_data
else
data["icon"] = "[icon]" //list(icon = weight) OR file reference
data["icon_state"] = icon_state // list(icon_state = weight) OR string
if(isgenerator(lifespan))
data["lifespan"] = return_generator_args(lifespan)
else
data["lifespan"] = lifespan //float
if(isgenerator(fade))
data["fade"] = return_generator_args(fade)
else
data["fade"] = fade //float
if(isgenerator(fadein))
data["fadein"] = return_generator_args(fadein)
else
data["fadein"] = fadein //float
if(isgenerator(color))
data["color"] = return_generator_args(color)
else
data["color"] = color //float OR string
if(isgenerator(color_change))
data["color_change"] = return_generator_args(color_change)
else
data["color_change"] = color_change //float
if(isgenerator(position))
data["position"] = return_generator_args(position)
else
data["position"] = position //list(x,y) OR list(x,y,z)
if(isgenerator(velocity))
data["velocity"] = return_generator_args(velocity)
else
data["velocity"] = velocity //list(x,y) OR list(x,y,z)
if(isgenerator(scale))
data["scale"] = return_generator_args(scale)
else
data["scale"] = scale
if(isgenerator(grow))
data["grow"] = return_generator_args(grow)
else
data["grow"] = grow //float OR list(x,y)
if(isgenerator(rotation))
data["rotation"] = return_generator_args(rotation)
else
data["rotation"] = rotation
if(isgenerator(spin))
data["spin"] = return_generator_args(spin)
else
data["spin"] = spin //float
if(isgenerator(friction))
data["friction"] = return_generator_args(friction)
else
data["friction"] = friction //float: 0-1
//evaluated every tick
if(isgenerator(drift))
data["drift"] = return_generator_args(drift)
else
data["drift"] = drift
return data
/datum/particle_editor/ui_data(mob/user)
var/list/data = list()
data["target_name"] = target.name
if(!target.particles)
target.particles = new /particles
data["particle_data"] = target.particles.return_ui_representation(user)
return data
/datum/particle_editor/ui_act(action, list/params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
switch(action)
if("delete_and_close")
ui.close()
target.particles = null
target = null
. = FALSE
if("new_type")
var/new_type = pick_closest_path(/particles, make_types_fancy(typesof(/particles)))
if(!new_type)
return FALSE
target.particles = new new_type
target.particles.datum_flags |= DF_VAR_EDITED
. = TRUE
if("transform_size")
var/list/values = list("Simple Matrix" = 6, "Complex Matrix" = 12, "Projection Matrix" = 16)
var/new_size = values[params["new_value"]]
if(!new_size)
return FALSE
. = TRUE
target.particles.datum_flags |= DF_VAR_EDITED
if(!target.particles.transform)
target.particles.transform = new /list(new_size)
return
var/size = length(target.particles.transform)
if(size < new_size)
target.particles.transform += new /list(new_size-size)
return
//transform is not cast as a list
var/list/holder = target.particles.transform
holder.Cut(new_size)
if("edit")
var/particles/owner = target.particles
var/param_var_name = params["var"]
if(!(param_var_name in owner.vars))
return FALSE
var/var_value = params["new_value"]
var/var_mod = params["var_mod"]
// we can only return arrays from tgui so lets convert it to something usable if needed
switch(var_mod)
if(P_DATA_GENERATOR)
//these MUST be vectors and the others MUST be floats
if(var_value[1] in list(GEN_VECTOR, GEN_BOX))
if(!islist(var_value[2]))
var_value[2] = list(var_value[2],var_value[2],var_value[2])
if(!islist(var_value[3]))
var_value[3] = list(var_value[3],var_value[3],var_value[3])
//this means we just switched off a vector-requiring generator type
else if(islist(var_value[2]) && islist(var_value[3]))
var_value[2] = var_value[1]
var_value[3] = var_value[1]
var_value = generator(arglist(var_value))
if(P_DATA_ICON_ADD)
var_value = input("Pick icon:", "Icon") as null|icon
if(!var_value)
return FALSE
var/list/new_values = list()
new_values += var_value
new_values[var_value] = 1
if(isicon(owner.icon))
new_values[owner.icon] = 1
owner.icon = new_values
else if(islist(owner.icon))
owner.icon[var_value] = 1
else
owner.icon = new_values
target.particles.datum_flags |= DF_VAR_EDITED
return TRUE
if(P_DATA_ICON_REMOVE)
for(var/file in owner.icon)
if("[file]" == var_value)
owner.icon -= file
UNSETEMPTY(owner.icon)
target.particles.datum_flags |= DF_VAR_EDITED
return TRUE
if(P_DATA_ICON_WEIGHT)
// [filename, new_weight]
var/list/mod_data = var_value
for(var/file in owner.icon)
if("[file]" == mod_data[1])
owner.icon[file] = mod_data[2]
target.particles.datum_flags |= DF_VAR_EDITED
return TRUE
owner.vars[param_var_name] = var_value
target.particles.datum_flags |= DF_VAR_EDITED
return TRUE