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1215 lines
38 KiB
Plaintext
1215 lines
38 KiB
Plaintext
/*
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IconProcs README
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A BYOND library for manipulating icons and colors
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by Lummox JR
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version 1.0
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The IconProcs library was made to make a lot of common icon operations much easier. BYOND's icon manipulation
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routines are very capable but some of the advanced capabilities like using alpha transparency can be unintuitive to beginners.
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CHANGING ICONS
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Several new procs have been added to the /icon datum to simplify working with icons. To use them,
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remember you first need to setup an /icon var like so:
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GLOBAL_DATUM_INIT(my_icon, /icon, new('iconfile.dmi'))
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icon/ChangeOpacity(amount = 1)
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A very common operation in DM is to try to make an icon more or less transparent. Making an icon more
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transparent is usually much easier than making it less so, however. This proc basically is a frontend
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for MapColors() which can change opacity any way you like, in much the same way that SetIntensity()
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can make an icon lighter or darker. If amount is 0.5, the opacity of the icon will be cut in half.
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If amount is 2, opacity is doubled and anything more than half-opaque will become fully opaque.
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icon/GrayScale()
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Converts the icon to grayscale instead of a fully colored icon. Alpha values are left intact.
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icon/ColorTone(tone)
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Similar to GrayScale(), this proc converts the icon to a range of black -> tone -> white, where tone is an
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RGB color (its alpha is ignored). This can be used to create a sepia tone or similar effect.
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See also the global ColorTone() proc.
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icon/MinColors(icon)
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The icon is blended with a second icon where the minimum of each RGB pixel is the result.
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Transparency may increase, as if the icons were blended with ICON_ADD. You may supply a color in place of an icon.
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icon/MaxColors(icon)
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The icon is blended with a second icon where the maximum of each RGB pixel is the result.
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Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon.
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icon/Opaque(background = "#000000")
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All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify.
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icon/BecomeAlphaMask()
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You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc.
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The black parts become transparent, the white parts stay white, and anything in between becomes a translucent shade of white.
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icon/AddAlphaMask(mask)
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The alpha values of the mask icon will be blended with the current icon. Anywhere the mask is opaque,
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the current icon is untouched. Anywhere the mask is transparent, the current icon becomes transparent.
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Where the mask is translucent, the current icon becomes more transparent.
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icon/UseAlphaMask(mask, mode)
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Sometimes you may want to take the alpha values from one icon and use them on a different icon.
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This proc will do that. Just supply the icon whose alpha mask you want to use, and src will change
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so it has the same colors as before but uses the mask for opacity.
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COLOR MANAGEMENT AND HSV
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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.
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* The hue of a color describes where it is along the color wheel. It goes from red to yellow to green to
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cyan to blue to magenta and back to red.
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* The saturation of a color is how much color is in it. A color with low saturation will be more gray,
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and with no saturation at all it is a shade of gray.
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* The value of a color determines how bright it is. A high-value color is vivid, moderate value is dark,
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and no value at all is black.
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Just as BYOND uses "#rrggbb" to represent RGB values, a similar format is used for HSV: "#hhhssvv". The hue is three
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hex digits because it ranges from 0 to 0x5FF.
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* 0 to 0xFF - red to yellow
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* 0x100 to 0x1FF - yellow to green
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* 0x200 to 0x2FF - green to cyan
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* 0x300 to 0x3FF - cyan to blue
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* 0x400 to 0x4FF - blue to magenta
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* 0x500 to 0x5FF - magenta to red
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Knowing this, you can figure out that red is "#000ffff" in HSV format, which is hue 0 (red), saturation 255 (as colorful as possible),
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value 255 (as bright as possible). Green is "#200ffff" and blue is "#400ffff".
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More than one HSV color can match the same RGB color.
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Here are some procs you can use for color management:
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ReadRGB(rgb)
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Takes an RGB string like "#ffaa55" and converts it to a list such as list(255,170,85). If an RGBA format is used
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that includes alpha, the list will have a fourth item for the alpha value.
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hsv(hue, sat, val, apha)
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Counterpart to rgb(), this takes the values you input and converts them to a string in "#hhhssvv" or "#hhhssvvaa"
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format. Alpha is not included in the result if null.
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ReadHSV(rgb)
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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
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includes alpha, the list will have a fourth item for the alpha value.
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RGBtoHSV(rgb)
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Takes an RGB or RGBA string like "#ffaa55" and converts it into an HSV or HSVA color such as "#080aaff".
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HSVtoRGB(hsv)
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Takes an HSV or HSVA string like "#080aaff" and converts it into an RGB or RGBA color such as "#ff55aa".
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BlendRGB(rgb1, rgb2, amount)
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Blends between two RGB or RGBA colors using regular RGB blending. If amount is 0, the first color is the result;
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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.
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The returned value is an RGB or RGBA color.
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BlendHSV(hsv1, hsv2, amount)
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Blends between two HSV or HSVA colors using HSV blending, which tends to produce nicer results than regular RGB
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blending because the brightness of the color is left intact. If amount is 0, the first color is the result; if 1,
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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.
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The returned value is an HSV or HSVA color.
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BlendRGBasHSV(rgb1, rgb2, amount)
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Like BlendHSV(), but the colors used and the return value are RGB or RGBA colors. The blending is done in HSV form.
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HueToAngle(hue)
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Converts a hue to an angle range of 0 to 360. Angle 0 is red, 120 is green, and 240 is blue.
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AngleToHue(hue)
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Converts an angle to a hue in the valid range.
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RotateHue(hsv, angle)
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Takes an HSV or HSVA value and rotates the hue forward through red, green, and blue by an angle from 0 to 360.
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(Rotating red by 60° produces yellow.) The result is another HSV or HSVA color with the same saturation and value
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as the original, but a different hue.
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GrayScale(rgb)
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Takes an RGB or RGBA color and converts it to grayscale. Returns an RGB or RGBA string.
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ColorTone(rgb, tone)
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Similar to GrayScale(), this proc converts an RGB or RGBA color to a range of black -> tone -> white instead of
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using strict shades of gray. The tone value is an RGB color; any alpha value is ignored.
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*/
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/*
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Get Flat Icon DEMO by DarkCampainger
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This is a test for the get flat icon proc, modified approprietly for icons and their states.
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Probably not a good idea to run this unless you want to see how the proc works in detail.
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mob
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icon = 'old_or_unused.dmi'
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icon_state = "green"
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Login()
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// Testing image underlays
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underlays += image(icon='old_or_unused.dmi',icon_state="red")
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underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = 32)
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underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = -32)
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// Testing image overlays
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add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = -32))
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add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = 32))
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add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = -32, pixel_y = -32))
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// Testing icon file overlays (defaults to mob's state)
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add_overlay('_flat_demoIcons2.dmi')
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// Testing icon_state overlays (defaults to mob's icon)
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add_overlay("white")
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// Testing dynamic icon overlays
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var/icon/I = icon('old_or_unused.dmi', icon_state="aqua")
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I.Shift(NORTH,16,1)
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add_overlay(I)
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// Testing dynamic image overlays
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I=image(icon=I,pixel_x = -32, pixel_y = 32)
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add_overlay(I)
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// Testing object types (and layers)
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add_overlay(/obj/effect/overlay_test)
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loc = locate (10,10,1)
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verb
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Browse_Icon()
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set name = "1. Browse Icon"
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// Give it a name for the cache
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var/iconName = "[ckey(src.name)]_flattened.dmi"
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// Send the icon to src's local cache
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src<<browse_rsc(getFlatIcon(src), iconName)
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// Display the icon in their browser
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src<<browse("<body bgcolor='#000000'><p><img src='[iconName]'></p></body>")
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Output_Icon()
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set name = "2. Output Icon"
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to_chat(src, "Icon is: [icon2base64html(getFlatIcon(src))]")
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Label_Icon()
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set name = "3. Label Icon"
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// Give it a name for the cache
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var/iconName = "[ckey(src.name)]_flattened.dmi"
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// Copy the file to the rsc manually
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var/icon/I = fcopy_rsc(getFlatIcon(src))
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// Send the icon to src's local cache
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src<<browse_rsc(I, iconName)
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// Update the label to show it
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winset(src,"imageLabel","image='[REF(I)]'");
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Add_Overlay()
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set name = "4. Add Overlay"
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add_overlay(image(icon='old_or_unused.dmi',icon_state="yellow",pixel_x = rand(-64,32), pixel_y = rand(-64,32))
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Stress_Test()
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set name = "5. Stress Test"
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for(var/i = 0 to 1000)
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// The third parameter forces it to generate a new one, even if it's already cached
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getFlatIcon(src,0,2)
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if(prob(5))
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Add_Overlay()
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Browse_Icon()
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Cache_Test()
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set name = "6. Cache Test"
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for(var/i = 0 to 1000)
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getFlatIcon(src)
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Browse_Icon()
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/obj/effect/overlay_test
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icon = 'old_or_unused.dmi'
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icon_state = "blue"
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pixel_x = -24
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pixel_y = 24
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layer = TURF_LAYER // Should appear below the rest of the overlays
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world
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view = "7x7"
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maxx = 20
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maxy = 20
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maxz = 1
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*/
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#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87))
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// Multiply all alpha values by this float
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/icon/proc/ChangeOpacity(opacity = 1)
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MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,opacity, 0,0,0,0)
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// Convert to grayscale
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/icon/proc/GrayScale()
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MapColors(0.3,0.3,0.3, 0.59,0.59,0.59, 0.11,0.11,0.11, 0,0,0)
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/icon/proc/ColorTone(tone)
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GrayScale()
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var/list/TONE = ReadRGB(tone)
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var/gray = round(TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11, 1)
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var/icon/upper = (255-gray) ? new(src) : null
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if(gray)
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MapColors(255/gray,0,0, 0,255/gray,0, 0,0,255/gray, 0,0,0)
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Blend(tone, ICON_MULTIPLY)
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else SetIntensity(0)
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if(255-gray)
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upper.Blend(rgb(gray,gray,gray), ICON_SUBTRACT)
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upper.MapColors((255-TONE[1])/(255-gray),0,0,0, 0,(255-TONE[2])/(255-gray),0,0, 0,0,(255-TONE[3])/(255-gray),0, 0,0,0,0, 0,0,0,1)
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Blend(upper, ICON_ADD)
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// Take the minimum color of two icons; combine transparency as if blending with ICON_ADD
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/icon/proc/MinColors(icon)
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var/icon/I = new(src)
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I.Opaque()
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I.Blend(icon, ICON_SUBTRACT)
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Blend(I, ICON_SUBTRACT)
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// Take the maximum color of two icons; combine opacity as if blending with ICON_OR
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/icon/proc/MaxColors(icon)
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var/icon/I
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if(isicon(icon))
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I = new(icon)
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else
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// solid color
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I = new(src)
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I.Blend("#000000", ICON_OVERLAY)
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I.SwapColor("#000000", null)
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I.Blend(icon, ICON_OVERLAY)
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var/icon/J = new(src)
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J.Opaque()
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I.Blend(J, ICON_SUBTRACT)
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Blend(I, ICON_OR)
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// make this icon fully opaque--transparent pixels become black
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/icon/proc/Opaque(background = "#000000")
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SwapColor(null, background)
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MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0,0,0,1)
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// Change a grayscale icon into a white icon where the original color becomes the alpha
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// I.e., black -> transparent, gray -> translucent white, white -> solid white
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/icon/proc/BecomeAlphaMask()
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SwapColor(null, "#000000ff") // don't let transparent become gray
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MapColors(0,0,0,0.3, 0,0,0,0.59, 0,0,0,0.11, 0,0,0,0, 1,1,1,0)
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/icon/proc/UseAlphaMask(mask)
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Opaque()
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AddAlphaMask(mask)
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/icon/proc/AddAlphaMask(mask)
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var/icon/M = new(mask)
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M.Blend("#ffffff", ICON_SUBTRACT)
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// apply mask
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Blend(M, ICON_ADD)
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/*
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HSV format is represented as "#hhhssvv" or "#hhhssvvaa"
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Hue ranges from 0 to 0x5ff (1535)
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0x000 = red
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0x100 = yellow
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0x200 = green
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0x300 = cyan
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0x400 = blue
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0x500 = magenta
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Saturation is from 0 to 0xff (255)
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More saturation = more color
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Less saturation = more gray
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Value ranges from 0 to 0xff (255)
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Higher value means brighter color
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*/
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/proc/ReadRGB(rgb)
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if(!rgb)
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return
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// interpret the HSV or HSVA value
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var/i=1,start=1
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if(text2ascii(rgb) == 35) ++start // skip opening #
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var/ch,which=0,r=0,g=0,b=0,alpha=0,usealpha
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var/digits=0
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for(i=start, i<=length(rgb), ++i)
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ch = text2ascii(rgb, i)
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if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102)
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break
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++digits
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if(digits == 8)
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break
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var/single = digits < 6
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if(digits != 3 && digits != 4 && digits != 6 && digits != 8)
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return
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if(digits == 4 || digits == 8)
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usealpha = 1
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for(i=start, digits>0, ++i)
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ch = text2ascii(rgb, i)
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if(ch >= 48 && ch <= 57)
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ch -= 48
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else if(ch >= 65 && ch <= 70)
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ch -= 55
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else if(ch >= 97 && ch <= 102)
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ch -= 87
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else
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break
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--digits
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switch(which)
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if(0)
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r = (r << 4) | ch
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if(single)
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r |= r << 4
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++which
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else if(!(digits & 1))
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++which
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if(1)
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g = (g << 4) | ch
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if(single)
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g |= g << 4
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++which
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else if(!(digits & 1))
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++which
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if(2)
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b = (b << 4) | ch
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if(single)
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b |= b << 4
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++which
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else if(!(digits & 1))
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++which
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if(3)
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alpha = (alpha << 4) | ch
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if(single)
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alpha |= alpha << 4
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. = list(r, g, b)
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if(usealpha)
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. += alpha
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/proc/ReadHSV(hsv)
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if(!hsv)
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return
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// interpret the HSV or HSVA value
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var/i=1,start=1
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if(text2ascii(hsv) == 35)
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++start // skip opening #
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var/ch,which=0,hue=0,sat=0,val=0,alpha=0,usealpha
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var/digits=0
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for(i=start, i<=length(hsv), ++i)
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ch = text2ascii(hsv, i)
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if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102)
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break
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++digits
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if(digits == 9)
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break
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if(digits > 7)
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usealpha = 1
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if(digits <= 4)
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++which
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if(digits <= 2)
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++which
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for(i=start, digits>0, ++i)
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ch = text2ascii(hsv, i)
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if(ch >= 48 && ch <= 57)
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ch -= 48
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else if(ch >= 65 && ch <= 70)
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ch -= 55
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else if(ch >= 97 && ch <= 102)
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ch -= 87
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else
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break
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--digits
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switch(which)
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if(0)
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hue = (hue << 4) | ch
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if(digits == (usealpha ? 6 : 4))
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++which
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if(1)
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sat = (sat << 4) | ch
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if(digits == (usealpha ? 4 : 2))
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++which
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if(2)
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val = (val << 4) | ch
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if(digits == (usealpha ? 2 : 0))
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++which
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if(3)
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alpha = (alpha << 4) | ch
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. = list(hue, sat, val)
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if(usealpha)
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. += alpha
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/proc/HSVtoRGB(hsv)
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if(!hsv)
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return "#000000"
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var/list/HSV = ReadHSV(hsv)
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if(!HSV)
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return "#000000"
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var/hue = HSV[1]
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var/sat = HSV[2]
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var/val = HSV[3]
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// Compress hue into easier-to-manage range
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hue -= hue >> 8
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if(hue >= 0x5fa)
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hue -= 0x5fa
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var/hi,mid,lo,r,g,b
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hi = val
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lo = round((255 - sat) * val / 255, 1)
|
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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/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE)
|
|
//Define... defines.
|
|
var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing")
|
|
|
|
#define BLANK icon(flat_template)
|
|
#define SET_SELF(SETVAR) do { \
|
|
var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null); \
|
|
if(A.alpha<255) { \
|
|
SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);\
|
|
} \
|
|
if(A.color) { \
|
|
if(islist(A.color)){ \
|
|
SELF_ICON.MapColors(arglist(A.color))} \
|
|
else{ \
|
|
SELF_ICON.Blend(A.color,ICON_MULTIPLY)} \
|
|
} \
|
|
##SETVAR=SELF_ICON;\
|
|
} while (0)
|
|
#define INDEX_X_LOW 1
|
|
#define INDEX_X_HIGH 2
|
|
#define INDEX_Y_LOW 3
|
|
#define INDEX_Y_HIGH 4
|
|
|
|
#define flatX1 flat_size[INDEX_X_LOW]
|
|
#define flatX2 flat_size[INDEX_X_HIGH]
|
|
#define flatY1 flat_size[INDEX_Y_LOW]
|
|
#define flatY2 flat_size[INDEX_Y_HIGH]
|
|
#define addX1 add_size[INDEX_X_LOW]
|
|
#define addX2 add_size[INDEX_X_HIGH]
|
|
#define addY1 add_size[INDEX_Y_LOW]
|
|
#define addY2 add_size[INDEX_Y_HIGH]
|
|
|
|
if(!A || A.alpha <= 0)
|
|
return BLANK
|
|
|
|
var/noIcon = FALSE
|
|
if(start)
|
|
if(!defdir)
|
|
defdir = A.dir
|
|
if(!deficon)
|
|
deficon = A.icon
|
|
if(!defstate)
|
|
defstate = A.icon_state
|
|
if(!defblend)
|
|
defblend = A.blend_mode
|
|
|
|
var/curicon = A.icon || deficon
|
|
var/curstate = A.icon_state || defstate
|
|
|
|
if(!((noIcon = (!curicon))))
|
|
var/curstates = icon_states(curicon)
|
|
if(!(curstate in curstates))
|
|
if("" in curstates)
|
|
curstate = ""
|
|
else
|
|
noIcon = TRUE // Do not render this object.
|
|
|
|
var/curdir
|
|
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
|
|
|
|
//These should use the parent's direction (most likely)
|
|
if(!A.dir || A.dir == SOUTH)
|
|
curdir = defdir
|
|
else
|
|
curdir = A.dir
|
|
|
|
//Try to remove/optimize this section ASAP, CPU hog.
|
|
//Determines if there's directionals.
|
|
if(!noIcon && curdir != SOUTH)
|
|
var/exist = FALSE
|
|
var/static/list/checkdirs = list(NORTH, EAST, WEST)
|
|
for(var/i in checkdirs) //Not using GLOB for a reason.
|
|
if(length(icon_states(icon(curicon, curstate, i))))
|
|
exist = TRUE
|
|
break
|
|
if(!exist)
|
|
base_icon_dir = SOUTH
|
|
//
|
|
|
|
if(!base_icon_dir)
|
|
base_icon_dir = curdir
|
|
|
|
ASSERT(!BLEND_DEFAULT) //I might just be stupid but lets make sure this define is 0.
|
|
|
|
var/curblend = A.blend_mode || defblend
|
|
|
|
if(A.overlays.len || A.underlays.len)
|
|
var/icon/flat = BLANK
|
|
// 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(!noIcon)
|
|
copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=base_icon_dir)
|
|
copy.color = A.color
|
|
copy.alpha = A.alpha
|
|
copy.blend_mode = curblend
|
|
layers[copy] = A.layer
|
|
|
|
// Loop through the underlays, then overlays, sorting them into the layers list
|
|
for(var/process_set in 0 to 1)
|
|
var/list/process = process_set? A.overlays : A.underlays
|
|
for(var/i in 1 to process.len)
|
|
var/image/current = process[i]
|
|
if(!current)
|
|
continue
|
|
if(current.plane != FLOAT_PLANE && current.plane != A.plane)
|
|
continue
|
|
var/current_layer = current.layer
|
|
if(current_layer < 0)
|
|
if(current_layer <= -1000)
|
|
return flat
|
|
current_layer = process_set + A.layer + current_layer / 1000
|
|
|
|
for(var/p in 1 to layers.len)
|
|
var/image/cmp = layers[p]
|
|
if(current_layer < layers[cmp])
|
|
layers.Insert(p, current)
|
|
break
|
|
layers[current] = current_layer
|
|
|
|
//sortTim(layers, /proc/cmp_image_layer_asc)
|
|
|
|
var/icon/add // Icon of overlay being added
|
|
|
|
// Current dimensions of flattened icon
|
|
var/list/flat_size = list(1, flat.Width(), 1, flat.Height())
|
|
// Dimensions of overlay being added
|
|
var/list/add_size[4]
|
|
|
|
for(var/V in layers)
|
|
var/image/I = V
|
|
if(I.alpha == 0)
|
|
continue
|
|
|
|
if(I == copy) // 'I' is an /image based on the object being flattened.
|
|
curblend = BLEND_OVERLAY
|
|
add = icon(I.icon, I.icon_state, base_icon_dir)
|
|
else // 'I' is an appearance object.
|
|
add = getFlatIcon(image(I), curdir, curicon, curstate, curblend, FALSE, no_anim)
|
|
if(!add)
|
|
continue
|
|
// Find the new dimensions of the flat icon to fit the added overlay
|
|
add_size = list(
|
|
min(flatX1, I.pixel_x+1),
|
|
max(flatX2, I.pixel_x+add.Width()),
|
|
min(flatY1, I.pixel_y+1),
|
|
max(flatY2, I.pixel_y+add.Height())
|
|
)
|
|
|
|
if(flat_size ~! add_size)
|
|
// Resize the flattened icon so the new icon fits
|
|
flat.Crop(
|
|
addX1 - flatX1 + 1,
|
|
addY1 - flatY1 + 1,
|
|
addX2 - flatX1 + 1,
|
|
addY2 - flatY1 + 1
|
|
)
|
|
flat_size = add_size.Copy()
|
|
|
|
// Blend the overlay into the flattened icon
|
|
flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1)
|
|
|
|
if(A.color)
|
|
if(islist(A.color))
|
|
flat.MapColors(arglist(A.color))
|
|
else
|
|
flat.Blend(A.color, ICON_MULTIPLY)
|
|
|
|
if(A.alpha < 255)
|
|
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
|
|
|
|
if(no_anim)
|
|
//Clean up repeated frames
|
|
var/icon/cleaned = new /icon()
|
|
cleaned.Insert(flat, "", SOUTH, 1, 0)
|
|
. = cleaned
|
|
else
|
|
. = icon(flat, "", SOUTH)
|
|
else //There's no overlays.
|
|
if(!noIcon)
|
|
SET_SELF(.)
|
|
|
|
//Clear defines
|
|
#undef flatX1
|
|
#undef flatX2
|
|
#undef flatY1
|
|
#undef flatY2
|
|
#undef addX1
|
|
#undef addX2
|
|
#undef addY1
|
|
#undef addY2
|
|
|
|
#undef INDEX_X_LOW
|
|
#undef INDEX_X_HIGH
|
|
#undef INDEX_Y_LOW
|
|
#undef INDEX_Y_HIGH
|
|
|
|
#undef BLANK
|
|
#undef SET_SELF
|
|
|
|
/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
|
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var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
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for(var/V in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
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var/image/I = V
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if(I.layer>A.layer)
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continue//If layer is greater than what we need, skip it.
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var/icon/image_overlay = new(I.icon,I.icon_state)//Blend only works with icon objects.
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//Also, icons cannot directly set icon_state. Slower than changing variables but whatever.
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alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay.
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return alpha_mask//And now return the mask.
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/mob/proc/AddCamoOverlay(atom/A)//A is the atom which we are using as the overlay.
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var/icon/opacity_icon = new(A.icon, A.icon_state)//Don't really care for overlays/underlays.
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//Now we need to culculate overlays+underlays and add them together to form an image for a mask.
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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.
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opacity_icon.AddAlphaMask(alpha_mask)//Likely the main source of lag for this proc. Probably not designed to run each tick.
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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.
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for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
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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.
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switch(i)//Now to determine offset so the result is somewhat blurred.
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if(1)
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I.pixel_x--
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|
if(2)
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I.pixel_x++
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|
if(3)
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|
I.pixel_y--
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|
if(4)
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I.pixel_y++
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add_overlay(I)//And finally add the overlay.
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/proc/getHologramIcon(icon/A, safety=1)//If safety is on, a new icon is not created.
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var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon.
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flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
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flat_icon.ChangeOpacity(0.5)//Make it half transparent.
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var/icon/alpha_mask = new('icons/effects/effects.dmi', "scanline")//Scanline effect.
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flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect.
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return flat_icon
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//What the mob looks like as animated static
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//By vg's ComicIronic
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/proc/getStaticIcon(icon/A, safety = TRUE)
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var/icon/flat_icon = safety ? A : new(A)
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flat_icon.Blend(rgb(255,255,255))
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flat_icon.BecomeAlphaMask()
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var/icon/static_icon = icon('icons/effects/effects.dmi', "static_base")
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|
static_icon.AddAlphaMask(flat_icon)
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return static_icon
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//What the mob looks like as a pitch black outline
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|
//By vg's ComicIronic
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|
/proc/getBlankIcon(icon/A, safety=1)
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|
var/icon/flat_icon = safety ? A : new(A)
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flat_icon.Blend(rgb(255,255,255))
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|
flat_icon.BecomeAlphaMask()
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|
var/icon/blank_icon = new/icon('icons/effects/effects.dmi', "blank_base")
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|
blank_icon.AddAlphaMask(flat_icon)
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|
return blank_icon
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|
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//Dwarf fortress style icons based on letters (defaults to the first letter of the Atom's name)
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|
//By vg's ComicIronic
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/proc/getLetterImage(atom/A, letter= "", uppercase = 0)
|
|
if(!A)
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|
return
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var/icon/atom_icon = new(A.icon, A.icon_state)
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|
|
if(!letter)
|
|
letter = A.name[1]
|
|
if(uppercase == 1)
|
|
letter = uppertext(letter)
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|
else if(uppercase == -1)
|
|
letter = lowertext(letter)
|
|
|
|
var/image/text_image = new(loc = A)
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|
text_image.maptext = "<font size = 4>[letter]</font>"
|
|
text_image.pixel_x = 7
|
|
text_image.pixel_y = 5
|
|
qdel(atom_icon)
|
|
return text_image
|
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|
|
GLOBAL_LIST_EMPTY(friendly_animal_types)
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|
|
// 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)
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|
|
|
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
|
|
|
|
//For creating consistent icons for human looking simple animals
|
|
/proc/get_flat_human_icon(icon_id, datum/job/J, 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])
|
|
var/mob/living/carbon/human/dummy/body = generate_or_wait_for_human_dummy(dummy_key)
|
|
|
|
if(prefs)
|
|
prefs.copy_to(body,TRUE,FALSE)
|
|
if(J)
|
|
J.equip(body, TRUE, FALSE, outfit_override = outfit_override)
|
|
else if (outfit_override)
|
|
body.equipOutfit(outfit_override,visualsOnly = TRUE)
|
|
|
|
|
|
var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing")
|
|
for(var/D in showDirs)
|
|
body.setDir(D)
|
|
COMPILE_OVERLAYS(body)
|
|
var/icon/partial = getFlatIcon(body)
|
|
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
|
|
else
|
|
return humanoid_icon_cache[icon_id]
|
|
|
|
//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
|
|
|
|
GLOBAL_LIST_INIT(freon_color_matrix, list("#2E5E69", "#60A2A8", "#A1AFB1", rgb(0,0,0)))
|
|
|
|
/obj/proc/make_frozen_visual()
|
|
// Used to make the frozen item visuals for Freon.
|
|
if(resistance_flags & FREEZE_PROOF)
|
|
return
|
|
if(!(obj_flags & FROZEN))
|
|
name = "frozen [name]"
|
|
add_atom_colour(GLOB.freon_color_matrix, TEMPORARY_COLOUR_PRIORITY)
|
|
alpha -= 25
|
|
obj_flags |= FROZEN
|
|
|
|
//Assumes already frozed
|
|
/obj/proc/make_unfrozen()
|
|
if(obj_flags & FROZEN)
|
|
name = replacetext(name, "frozen ", "")
|
|
remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, GLOB.freon_color_matrix)
|
|
alpha += 25
|
|
obj_flags &= ~FROZEN
|
|
|
|
|
|
/// Save file used in icon2base64. Used for converting icons to base64.
|
|
GLOBAL_DATUM_INIT(dummySave, /savefile, new("tmp/dummySave.sav")) //Cache of icons for the browser output
|
|
|
|
/**
|
|
* 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
|
|
WRITE_FILE(GLOB.dummySave["dummy"], icon)
|
|
var/iconData = GLOB.dummySave.ExportText("dummy")
|
|
var/list/partial = splittext(iconData, "{")
|
|
return replacetext(copytext_char(partial[2], 3, -5), "\n", "")
|
|
|
|
/proc/icon2html(thing, target, icon_state, dir, frame = 1, moving = FALSE)
|
|
if (!thing)
|
|
return
|
|
|
|
var/key
|
|
var/icon/I = thing
|
|
if (!target)
|
|
return
|
|
if (target == world)
|
|
target = GLOB.clients
|
|
|
|
var/list/targets
|
|
if (!islist(target))
|
|
targets = list(target)
|
|
else
|
|
targets = target
|
|
if (!targets.len)
|
|
return
|
|
if (!isicon(I))
|
|
if (isfile(thing)) //special snowflake
|
|
var/name = sanitize_filename("[generate_asset_name(thing)].png")
|
|
if (!SSassets.cache[name])
|
|
register_asset(name, thing)
|
|
for (var/thing2 in targets)
|
|
send_asset(thing2, key)
|
|
return "<img class='icon icon-misc' src=\"[url_encode(name)]\">"
|
|
var/atom/A = thing
|
|
if (isnull(dir))
|
|
dir = A.dir
|
|
if (isnull(icon_state))
|
|
icon_state = A.icon_state
|
|
I = A.icon
|
|
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
|
|
var/icon/temp = I
|
|
I = icon()
|
|
I.Insert(temp, dir = SOUTH)
|
|
dir = SOUTH
|
|
else
|
|
if (isnull(dir))
|
|
dir = SOUTH
|
|
if (isnull(icon_state))
|
|
icon_state = ""
|
|
|
|
I = icon(I, icon_state, dir, frame, moving)
|
|
|
|
key = "[generate_asset_name(I)].png"
|
|
if(!SSassets.cache[key])
|
|
register_asset(key, I)
|
|
for (var/thing2 in targets)
|
|
send_asset(thing2, key)
|
|
|
|
return "<img class='icon icon-[icon_state]' src=\"[url_encode(key)]\">"
|
|
|
|
/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 "<img class='icon icon-misc' src='data:image/png;base64,[icon_base64]'>"
|
|
|
|
// 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 "<img class='icon icon-[A.icon_state]' src='data:image/png;base64,[bicon_cache[key]]'>"
|
|
|
|
//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)
|
|
if (!thing)
|
|
return
|
|
|
|
if (isicon(thing))
|
|
return icon2html(thing, target)
|
|
|
|
var/icon/I = getFlatIcon(thing)
|
|
return icon2html(I, target)
|