This commit is contained in:
BlackMajor
2023-03-02 20:41:12 +13:00
parent e10ac1d783
commit 818f2d64e0
13 changed files with 1799 additions and 5 deletions

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code/__defines/lum_ch.dm Normal file
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//Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1.
#define LUMA_R 0.213
#define LUMA_G 0.715
#define LUMA_B 0.072

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Blend(M, ICON_ADD) Blend(M, ICON_ADD)
/proc/BlendRGB(rgb1, rgb2, amount) /proc/BlendRGB(rgb1, rgb2, amount)
var/list/RGB1 = rgb2num(rgb1) var/list/RGB1 = ReadRGB(rgb1) //CHOMPEdit - Better rgb blend
var/list/RGB2 = rgb2num(rgb2) var/list/RGB2 = ReadRGB(rgb2)
// add missing alpha if needed // add missing alpha if needed
if(RGB1.len < RGB2.len) RGB1 += 255 if(RGB1.len < RGB2.len) RGB1 += 255

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code/_helpers/icons_ch.dm Normal file
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/*
IconProcs README
A BYOND library for manipulating icons and colors
by Lummox JR
version 1.0
The IconProcs library was made to make a lot of common icon operations much easier. BYOND's icon manipulation
routines are very capable but some of the advanced capabilities like using alpha transparency can be unintuitive to beginners.
CHANGING ICONS
Several new procs have been added to the /icon datum to simplify working with icons. To use them,
remember you first need to setup an /icon var like so:
GLOBAL_DATUM_INIT(my_icon, /icon, new('iconfile.dmi'))
icon/ChangeOpacity(amount = 1)
A very common operation in DM is to try to make an icon more or less transparent. Making an icon more
transparent is usually much easier than making it less so, however. This proc basically is a frontend
for MapColors() which can change opacity any way you like, in much the same way that SetIntensity()
can make an icon lighter or darker. If amount is 0.5, the opacity of the icon will be cut in half.
If amount is 2, opacity is doubled and anything more than half-opaque will become fully opaque.
icon/GrayScale()
Converts the icon to grayscale instead of a fully colored icon. Alpha values are left intact.
icon/ColorTone(tone)
Similar to GrayScale(), this proc converts the icon to a range of black -> tone -> white, where tone is an
RGB color (its alpha is ignored). This can be used to create a sepia tone or similar effect.
See also the global ColorTone() proc.
icon/MinColors(icon)
The icon is blended with a second icon where the minimum of each RGB pixel is the result.
Transparency may increase, as if the icons were blended with ICON_ADD. You may supply a color in place of an icon.
icon/MaxColors(icon)
The icon is blended with a second icon where the maximum of each RGB pixel is the result.
Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon.
icon/Opaque(background = "#000000")
All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify.
icon/BecomeAlphaMask()
You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc.
The black parts become transparent, the white parts stay white, and anything in between becomes a translucent shade of white.
icon/AddAlphaMask(mask)
The alpha values of the mask icon will be blended with the current icon. Anywhere the mask is opaque,
the current icon is untouched. Anywhere the mask is transparent, the current icon becomes transparent.
Where the mask is translucent, the current icon becomes more transparent.
icon/UseAlphaMask(mask, mode)
Sometimes you may want to take the alpha values from one icon and use them on a different icon.
This proc will do that. Just supply the icon whose alpha mask you want to use, and src will change
so it has the same colors as before but uses the mask for opacity.
COLOR MANAGEMENT AND HSV
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.
* The hue of a color describes where it is along the color wheel. It goes from red to yellow to green to
cyan to blue to magenta and back to red.
* The saturation of a color is how much color is in it. A color with low saturation will be more gray,
and with no saturation at all it is a shade of gray.
* The value of a color determines how bright it is. A high-value color is vivid, moderate value is dark,
and no value at all is black.
Just as BYOND uses "#rrggbb" to represent RGB values, a similar format is used for HSV: "#hhhssvv". The hue is three
hex digits because it ranges from 0 to 0x5FF.
* 0 to 0xFF - red to yellow
* 0x100 to 0x1FF - yellow to green
* 0x200 to 0x2FF - green to cyan
* 0x300 to 0x3FF - cyan to blue
* 0x400 to 0x4FF - blue to magenta
* 0x500 to 0x5FF - magenta to red
Knowing this, you can figure out that red is "#000ffff" in HSV format, which is hue 0 (red), saturation 255 (as colorful as possible),
value 255 (as bright as possible). Green is "#200ffff" and blue is "#400ffff".
More than one HSV color can match the same RGB color.
Here are some procs you can use for color management:
ReadRGB(rgb)
Takes an RGB string like "#ffaa55" and converts it to a list such as list(255,170,85). If an RGBA format is used
that includes alpha, the list will have a fourth item for the alpha value.
hsv(hue, sat, val, apha)
Counterpart to rgb(), this takes the values you input and converts them to a string in "#hhhssvv" or "#hhhssvvaa"
format. Alpha is not included in the result if null.
ReadHSV(rgb)
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
includes alpha, the list will have a fourth item for the alpha value.
RGBtoHSV(rgb)
Takes an RGB or RGBA string like "#ffaa55" and converts it into an HSV or HSVA color such as "#080aaff".
HSVtoRGB(hsv)
Takes an HSV or HSVA string like "#080aaff" and converts it into an RGB or RGBA color such as "#ff55aa".
BlendRGB(rgb1, rgb2, amount)
Blends between two RGB or RGBA colors using regular RGB blending. If amount is 0, the first color is the result;
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.
The returned value is an RGB or RGBA color.
BlendHSV(hsv1, hsv2, amount)
Blends between two HSV or HSVA colors using HSV blending, which tends to produce nicer results than regular RGB
blending because the brightness of the color is left intact. If amount is 0, the first color is the result; 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.
The returned value is an HSV or HSVA color.
BlendRGBasHSV(rgb1, rgb2, amount)
Like BlendHSV(), but the colors used and the return value are RGB or RGBA colors. The blending is done in HSV form.
HueToAngle(hue)
Converts a hue to an angle range of 0 to 360. Angle 0 is red, 120 is green, and 240 is blue.
AngleToHue(hue)
Converts an angle to a hue in the valid range.
RotateHue(hsv, angle)
Takes an HSV or HSVA value and rotates the hue forward through red, green, and blue by an angle from 0 to 360.
(Rotating red by 60<36> produces yellow.) The result is another HSV or HSVA color with the same saturation and value
as the original, but a different hue.
GrayScale(rgb)
Takes an RGB or RGBA color and converts it to grayscale. Returns an RGB or RGBA string.
ColorTone(rgb, tone)
Similar to GrayScale(), this proc converts an RGB or RGBA color to a range of black -> tone -> white instead of
using strict shades of gray. The tone value is an RGB color; any alpha value is ignored.
*/
/*
Get Flat Icon DEMO by DarkCampainger
This is a test for the get flat icon proc, modified approprietly for icons and their states.
Probably not a good idea to run this unless you want to see how the proc works in detail.
mob
icon = 'old_or_unused.dmi'
icon_state = "green"
Login()
// Testing image underlays
underlays += image(icon='old_or_unused.dmi',icon_state="red")
underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = 32)
underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = -32)
// Testing image overlays
add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = -32))
add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = 32))
add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = -32, pixel_y = -32))
// Testing icon file overlays (defaults to mob's state)
add_overlay('_flat_demoIcons2.dmi')
// Testing icon_state overlays (defaults to mob's icon)
add_overlay("white")
// Testing dynamic icon overlays
var/icon/I = icon('old_or_unused.dmi', icon_state="aqua")
I.Shift(NORTH,16,1)
add_overlay(I)
// Testing dynamic image overlays
I=image(icon=I,pixel_x = -32, pixel_y = 32)
add_overlay(I)
// Testing object types (and layers)
add_overlay(/obj/effect/overlayTest)
loc = locate (10,10,1)
verb
Browse_Icon()
set name = "1. Browse Icon"
// Give it a name for the cache
var/iconName = "[ckey(src.name)]_flattened.dmi"
// Send the icon to src's local cache
src<<browse_rsc(get_flat_icon(src), iconName)
// Display the icon in their browser
src<<browse("<body bgcolor='#000000'><p><img src='[iconName]'></p></body>")
Output_Icon()
set name = "2. Output Icon"
to_chat(src, "Icon is: [icon2base64html(get_flat_icon(src))]")
Label_Icon()
set name = "3. Label Icon"
// Give it a name for the cache
var/iconName = "[ckey(src.name)]_flattened.dmi"
// Copy the file to the rsc manually
var/icon/I = fcopy_rsc(get_flat_icon(src))
// Send the icon to src's local cache
src<<browse_rsc(I, iconName)
// Update the label to show it
winset(src,"imageLabel","image='[REF(I)]'");
Add_Overlay()
set name = "4. Add Overlay"
add_overlay(image(icon='old_or_unused.dmi',icon_state="yellow",pixel_x = rand(-64,32), pixel_y = rand(-64,32))
Stress_Test()
set name = "5. Stress Test"
for(var/i = 0 to 1000)
// The third parameter forces it to generate a new one, even if it's already cached
get_flat_icon(src,0,2)
if(prob(5))
Add_Overlay()
Browse_Icon()
Cache_Test()
set name = "6. Cache Test"
for(var/i = 0 to 1000)
get_flat_icon(src)
Browse_Icon()
/obj/effect/overlayTest
icon = 'old_or_unused.dmi'
icon_state = "blue"
pixel_x = -24
pixel_y = 24
layer = TURF_LAYER // Should appear below the rest of the overlays
world
view = "7x7"
maxx = 20
maxy = 20
maxz = 1
*/
/*
HSV format is represented as "#hhhssvv" or "#hhhssvvaa"
Hue ranges from 0 to 0x5ff (1535)
0x000 = red
0x100 = yellow
0x200 = green
0x300 = cyan
0x400 = blue
0x500 = magenta
Saturation is from 0 to 0xff (255)
More saturation = more color
Less saturation = more gray
Value ranges from 0 to 0xff (255)
Higher value means brighter color
*/
/**
* reads RGB or RGBA values to list
* @return list(r, g, b) or list(r, g, b, a), values 0 to 255.
*/
/proc/ReadRGB(rgb)
if(!rgb)
return
// interpret the HSV or HSVA value
var/i=1,start=1
if(text2ascii(rgb) == 35) ++start // skip opening #
var/ch,which=0,r=0,g=0,b=0,alpha=0,usealpha
var/digits=0
for(i=start, i<=length(rgb), ++i)
ch = text2ascii(rgb, i)
if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102)
break
++digits
if(digits == 8)
break
var/single = digits < 6
if(digits != 3 && digits != 4 && digits != 6 && digits != 8)
return
if(digits == 4 || digits == 8)
usealpha = 1
for(i=start, digits>0, ++i)
ch = text2ascii(rgb, i)
if(ch >= 48 && ch <= 57)
ch -= 48
else if(ch >= 65 && ch <= 70)
ch -= 55
else if(ch >= 97 && ch <= 102)
ch -= 87
else
break
--digits
switch(which)
if(0)
r = (r << 4) | ch
if(single)
r |= r << 4
++which
else if(!(digits & 1))
++which
if(1)
g = (g << 4) | ch
if(single)
g |= g << 4
++which
else if(!(digits & 1))
++which
if(2)
b = (b << 4) | ch
if(single)
b |= b << 4
++which
else if(!(digits & 1))
++which
if(3)
alpha = (alpha << 4) | ch
if(single)
alpha |= alpha << 4
. = list(r, g, b)
if(usealpha)
. += alpha
/proc/ReadHSV(hsv)
if(!hsv)
return
// interpret the HSV or HSVA value
var/i=1,start=1
if(text2ascii(hsv) == 35)
++start // skip opening #
var/ch,which=0,hue=0,sat=0,val=0,alpha=0,usealpha
var/digits=0
for(i=start, i<=length(hsv), ++i)
ch = text2ascii(hsv, i)
if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102)
break
++digits
if(digits == 9)
break
if(digits > 7)
usealpha = 1
if(digits <= 4)
++which
if(digits <= 2)
++which
for(i=start, digits>0, ++i)
ch = text2ascii(hsv, i)
if(ch >= 48 && ch <= 57)
ch -= 48
else if(ch >= 65 && ch <= 70)
ch -= 55
else if(ch >= 97 && ch <= 102)
ch -= 87
else
break
--digits
switch(which)
if(0)
hue = (hue << 4) | ch
if(digits == (usealpha ? 6 : 4))
++which
if(1)
sat = (sat << 4) | ch
if(digits == (usealpha ? 4 : 2))
++which
if(2)
val = (val << 4) | ch
if(digits == (usealpha ? 2 : 0))
++which
if(3)
alpha = (alpha << 4) | ch
. = list(hue, sat, val)
if(usealpha)
. += alpha
/proc/HSVtoRGB(hsv)
if(!hsv)
return "#000000"
var/list/HSV = ReadHSV(hsv)
if(!HSV)
return "#000000"
var/hue = HSV[1]
var/sat = HSV[2]
var/val = HSV[3]
// Compress hue into easier-to-manage range
hue -= hue >> 8
if(hue >= 0x5fa)
hue -= 0x5fa
var/hi,mid,lo,r,g,b
hi = val
lo = round((255 - sat) * val / 255, 1)
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)
/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))
//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
//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

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@@ -1,3 +1,5 @@
/* CHOMPStation edit - File overidden. See modular_chomp/code/game/machinery/colormate.dm
// I'm honestly pretty sure that short of stuffing five million things into this // I'm honestly pretty sure that short of stuffing five million things into this
// there's absolutely no way it could ever have any performance impact // there's absolutely no way it could ever have any performance impact
// Given that all it does is set the color var // Given that all it does is set the color var
@@ -115,3 +117,4 @@
. = TRUE . = TRUE
update_icon() update_icon()
/*

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@@ -85,10 +85,10 @@
/proc/is_admin(var/mob/user) /proc/is_admin(var/mob/user)
return check_rights(R_ADMIN|R_EVENT, 0, user) != 0 return check_rights(R_ADMIN|R_EVENT, 0, user) != 0
/* CHOMPEdit - See modular_chomp/code/_HELPERS/type2type/color.dm
/proc/hsl2rgb(h, s, l) /proc/hsl2rgb(h, s, l)
return //TODO: Implement return //TODO: Implement
*/
/* /*
Miss Chance Miss Chance
*/ */

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//different types of atom colorations
///only used by rare effects like greentext coloring mobs and when admins varedit color
#define ADMIN_COLOUR_PRIORITY 1
///e.g. purple effect of the revenant on a mob, black effect when mob electrocuted
#define TEMPORARY_COLOUR_PRIORITY 2
///color splashed onto an atom (e.g. paint on turf)
#define WASHABLE_COLOUR_PRIORITY 3
///color inherent to the atom (e.g. blob color)
#define FIXED_COLOUR_PRIORITY 4
///how many priority levels there are.
#define COLOUR_PRIORITY_AMOUNT 4

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//? File contains functions to generate flat /icon's from things.
//? This is obviously expensive. Very, very expensive.
//? new get_flat_icon is faster, but, really, don't use these unless you need to.
//? Chances are unless you are:
//? - sending to html/browser (for non character preview purposes)
//? - taking photos
//? - doing complex icon operations that can't be done with filters/overlays
//? you probably don't need to use these.
/**
* Generates an icon with all 4 directions of something.
*
* @params
* - A - appearancelike object.
* - no_anim - flatten out animations
*/
/proc/get_compound_icon(atom/A, no_anim)
var/mutable_appearance/N = new
N.appearance = A
N.dir = NORTH
var/icon/north = get_flat_icon(N, NORTH, no_anim = no_anim)
N.dir = SOUTH
var/icon/south = get_flat_icon(N, SOUTH, no_anim = no_anim)
N.dir = EAST
var/icon/east = get_flat_icon(N, EAST, no_anim = no_anim)
N.dir = WEST
var/icon/west = get_flat_icon(N, WEST, no_anim = no_anim)
qdel(N)
//Starts with a blank icon because of byond bugs.
var/icon/full = icon('icons/system/blank_32x32.dmi', "")
full.Insert(north, dir = NORTH)
full.Insert(south, dir = SOUTH)
full.Insert(east, dir = EAST)
full.Insert(west, dir = WEST)
qdel(north)
qdel(south)
qdel(east)
qdel(west)
return full
/proc/get_flat_icon(appearance/appearancelike, dir, no_anim)
if(!dir && isloc(appearancelike))
dir = appearancelike.dir
return _get_flat_icon(appearancelike, dir, no_anim, null, TRUE)
/proc/_get_flat_icon(image/A, defdir, no_anim, deficon, start)
// start with blank image
var/static/icon/template = icon('icons/system/blank_32x32.dmi', "")
#define BLANK icon(template)
#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]
// invis? skip.
if(!A || A.alpha <= 0)
return BLANK
// detect if state exists
var/icon/icon = A.icon || deficon
var/state = A.icon_state
var/none = !icon
if(!none)
var/list/states = icon_states(icon)
if(!(state in states))
if(!("" in states))
none = TRUE
else
state = ""
// determine if there's directionals
// propagate forced direcitons down if and only if A has a direction
// todo: this results in a mismatch if someone is facing east but their overlays are facing south.
var/dir
if(start || !A.dir)
dir = defdir
else
dir = A.dir
var/ourdir = dir
if(!none && ourdir != SOUTH)
if(length(icon_states(icon(icon, state, NORTH))))
else if(length(icon_states(icon(icon, state, EAST))))
else if(length(icon_states(icon(icon, state, WEST))))
else
ourdir = SOUTH
// start generating
if(!A.overlays.len && !A.underlays.len)
// we don't even have ourselves!
if(none)
return BLANK
// no overlays/underlays, we're done, just mix in ourselves
var/icon/self_icon = icon(icon(icon, state, ourdir), "", 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)
return self_icon
// safety/performance check
if((A.overlays.len + A.underlays.len) > 80)
// we use fucking insertion check
// > 80 = death.
CRASH("get_flat_icon tried to process more than 80 layers")
// otherwise, we have to blend in all overlays/underlays.
var/icon/flat = BLANK
var/list/appearance/gathered = list()
var/appearance/copying
var/appearance/comparing
var/i
var/appearance/self
var/current_layer
if(!none)
// add the atom itself
self = image(icon = icon, icon_state = state, layer = A.layer, dir = ourdir)
self.color = A.color
self.alpha = A.alpha
self.blend_mode = A.blend_mode
gathered[self] = A.layer
// gather
for(copying as anything in A.overlays)
// todo: better handling
if(copying.plane != FLOAT_PLANE && copying.plane != A.plane)
// we don't care probably HUD or something lol
continue
current_layer = copying.layer
// if it's float layer, shove it right above atom.
if(current_layer < 0)
if(current_layer < -1000)
CRASH("who the hell is using -1000 or below on float layers?")
current_layer = A.layer + (1000 + current_layer) / 1000
// else, add 1 so it doesn't potentially collide on float
else
++current_layer
// inject with insertion sort
for(i in 1 to gathered.len)
comparing = gathered[i]
if(current_layer < gathered[comparing])
gathered.Insert(i, copying)
// associate
gathered[copying] = current_layer
for(copying as anything in A.underlays)
// todo: better handling
if(copying.plane != FLOAT_PLANE && copying.plane != A.plane)
// we don't care probably HUD or something lol
continue
current_layer = copying.layer
// if it's float layer, shove it right below atom.
if(current_layer < 0)
if(current_layer < -1000)
CRASH("who the hell is using -1000 or below on float layers?")
current_layer = A.layer - (1000 + current_layer) / 1000
// else, subtract 1 so it doesn't potentially collide on float
else
--current_layer
// inject with insertion sort
for(i in 1 to gathered.len)
comparing = gathered[i]
if(current_layer < gathered[comparing])
gathered.Insert(i, copying)
// associate
gathered[copying] = current_layer
// adding icon we're mixing in
var/icon/adding
// current dimensions
var/list/flat_size = list(1, flat.Width(), 1, flat.Height())
// adding dimensions
var/list/add_size[4]
// blend mode
var/blend_mode
// blend in layers
for(copying as anything in gathered)
// if invis, skip
if(copying.alpha == 0)
continue
// detect if it's literally ourselves
if(copying == self)
// blend in normally (no sense doing otherwise unless we're on map)
// we can't assume we're on map.
blend_mode = BLEND_OVERLAY
adding = icon(icon, state, ourdir)
else
// use full get_flat_icon
blend_mode = copying.blend_mode
adding = _get_flat_icon(copying, defdir, no_anim, icon)
// if we got nothing, skip
if(!adding)
continue
// detect adding size, taking into account copying overlay's pixel offsets
add_size[INDEX_X_LOW] = min(flatX1, copying.pixel_x + 1)
add_size[INDEX_X_HIGH] = max(flatX2, copying.pixel_x + adding.Width())
add_size[INDEX_Y_LOW] = min(flatY1, copying.pixel_y + 1)
add_size[INDEX_Y_HIGH] = max(flatY2, copying.pixel_y + adding.Height())
// resize flat to fit if necessary
if(flat_size ~! add_size)
flat.Crop(
addX1 - flatX1 + 1,
addY1 - flatY1 + 1,
addX2 - flatX1 + 1,
addY2 - flatY1 + 1
)
flat_size = add_size.Copy()
// blend the overlay/underlay in
flat.Blend(adding, blendMode2iconMode(blend_mode), copying.pixel_x + 2 - flatX1, copying.pixel_y + 2 - flatY1)
// apply colors
if(A.color)
if(islist(A.color))
flat.MapColors(arglist(A.color))
else
flat.Blend(A.color, ICON_MULTIPLY)
// apply alpha
if(A.alpha < 255)
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
// finalize
if(no_anim)
// clean up frames
var/icon/cleaned = icon()
cleaned.Insert(flat, "", SOUTH, 1, 0)
return cleaned
else
// just return flat as SOUTH
return icon(flat, "", SOUTH)
#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

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/**
* Convert RBG to HSL
*/
/proc/rgb2hsl(red, green, blue)
red /= 255
green /= 255
blue /= 255
var/max = max(red, green, blue)
var/min = min(red, green, blue)
var/range = max - min
var/hue = 0
var/saturation = 0
var/lightness = 0
lightness = (max + min) / 2
if(range != 0)
if(lightness < 0.5)
saturation = range / (max + min)
else
saturation = range / (2 - max - min)
var/dred = ((max - red) / (6 * max)) + 0.5
var/dgreen = ((max - green) / (6 * max)) + 0.5
var/dblue = ((max - blue) / (6 * max)) + 0.5
if(max == red)
hue = dblue - dgreen
else if(max == green)
hue = dred - dblue + (1 / 3)
else
hue = dgreen - dred + (2 / 3)
if(hue < 0)
hue++
else if(hue > 1)
hue--
return list(hue, saturation, lightness)
/**
* Convert HSL to RGB
*/
/proc/hsl2rgb(hue, saturation, lightness)
var/red
var/green
var/blue
if(saturation == 0)
red = lightness * 255
green = red
blue = red
else
var/a;var/b;
if(lightness < 0.5)
b = lightness * (1 + saturation)
else
b = (lightness + saturation) - (saturation * lightness)
a = 2 * lightness - b
red = round(255 * hue2rgb(a, b, hue + (1/3)), 1)
green = round(255 * hue2rgb(a, b, hue), 1)
blue = round(255 * hue2rgb(a, b, hue - (1/3)), 1)
return list(red, green, blue)
/**
* Convert hue to RGB
*/
/proc/hue2rgb(a, b, hue)
if(hue < 0)
hue++
else if(hue > 1)
hue--
if(6*hue < 1)
return (a + (b - a) * 6 * hue)
if(2*hue < 1)
return b
if(3*hue < 2)
return (a + (b - a) * ((2 / 3) - hue) * 6)
return a
/**
* Convert Kelvin to RGB
*
* Adapted from http://www.tannerhelland.com/4435/convert-temperature-rgb-algorithm-code/
*/
/proc/heat2colour(temp)
return rgb(
heat2colour_r(temp),
heat2colour_g(temp),
heat2colour_b(temp),
)
/**
* Convert Kelvin for the Red channel
*/
/proc/heat2colour_r(temp)
temp /= 100
if(temp <= 66)
. = 255
else
. = max(0, min(255, 329.698727446 * (temp - 60) ** -0.1332047592))
/**
* Convert Kelvin for the Green channel
*/
/proc/heat2colour_g(temp)
temp /= 100
if(temp <= 66)
. = max(0, min(255, 99.4708025861 * log(temp) - 161.1195681661))
else
. = max(0, min(255, 288.1221685293 * ((temp - 60) ** -0.075148492)))
/**
* Convert Kelvin for the Blue channel
*/
/proc/heat2colour_b(temp)
temp /= 100
if(temp >= 66)
. = 255
else
if(temp <= 16)
. = 0
else
. = max(0, min(255, 138.5177312231 * log(temp - 10) - 305.0447927307))
/**
* Assumes format #RRGGBB #rrggbb
*/
/proc/color_hex2num(A)
if(!A || length(A) != length_char(A))
return 0
var/R = hex2num(copytext(A, 2, 4))
var/G = hex2num(copytext(A, 4, 6))
var/B = hex2num(copytext(A, 6, 8))
return R+G+B
/**
*! Word of warning:
* Using a matrix like this as a color value will simplify it back to a string after being set.
*/
/proc/color_hex2color_matrix(string)
var/length = length(string)
if((length != 7 && length != 9) || length != length_char(string))
return color_matrix_identity()
var/r = hex2num(copytext(string, 2, 4)) / 255
var/g = hex2num(copytext(string, 4, 6)) / 255
var/b = hex2num(copytext(string, 6, 8)) / 255
var/a = 1
if(length == 9)
a = hex2num(copytext(string, 8, 10)) / 255
if(!isnum(r) || !isnum(g) || !isnum(b) || !isnum(a))
return color_matrix_identity()
return list(
r,0,0,0,0,
g,0,0,0,0,
b,0,0,0,0,
a,0,0,0,0,
)
/**
* Will drop all values not on the diagonal.
*/
/proc/color_matrix2color_hex(list/the_matrix)
if(!istype(the_matrix) || the_matrix.len != 20)
return "#ffffffff"
return rgb(
the_matrix[1] * 255, // R
the_matrix[6] * 255, // G
the_matrix[11] * 255, // B
the_matrix[16] * 255, // A
)

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/datum/browser/modal/color_matrix_picker
var/color_matrix
/datum/browser/modal/color_matrix_picker/New(mob/user, message, title, button1 = "Ok", button2, button3, stealfocus = TRUE, timeout = 0, list/values)
if(!user)
return
if(!values)
values = list(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0)
if(values.len < 12)
values.len = 12
var/list/output = list()
output += "<form><input type='hidden' name='src' value='[REF(src)]'>"
output += "[message]"
#define MATRIX_FIELD(field, default) "<b><label for='[##field]'>[##field]</label></b> <input type='number' step='0.001' name='[field]' value='[default]'>"
output += "<br><br>"
output += MATRIX_FIELD("rr", values[1])
output += MATRIX_FIELD("gr", values[4])
output += MATRIX_FIELD("br", values[7])
output += "<br><br>"
output += MATRIX_FIELD("rg", values[2])
output += MATRIX_FIELD("gg", values[5])
output += MATRIX_FIELD("bg", values[8])
output += "<br><br>"
output += MATRIX_FIELD("rb", values[3])
output += MATRIX_FIELD("gb", values[6])
output += MATRIX_FIELD("bb", values[9])
output += "<br><br>"
output += MATRIX_FIELD("cr", values[10])
output += MATRIX_FIELD("cg", values[11])
output += MATRIX_FIELD("cb", values[12])
output += "<br><br>"
#undef MATRIX_FIELD
output += {"</ul><div style="text-align:center">
<button type="submit" name="button" value="1" style="font-size:large;float:[( button2 ? "left" : "right" )]">[button1]</button>"}
if (button2)
output += {"<button type="submit" name="button" value="2" style="font-size:large;[( button3 ? "" : "float:right" )]">[button2]</button>"}
if (button3)
output += {"<button type="submit" name="button" value="3" style="font-size:large;float:right">[button3]</button>"}
output += {"</form></div>"}
..(user, ckey("[user]-[message]-[title]-[world.time]-[rand(1,10000)]"), title, 800, 400, src, stealfocus, timeout)
set_content(output.Join(""))
/datum/browser/modal/color_matrix_picker/Topic(href, list/href_list)
if(href_list["close"] || !user)
opentime = 0
return
if(href_list["button"])
var/button = text2num(href_list["button"])
if(ISINRANGE(button, 1, 3))
selectedbutton = button
var/list/cm = rgb_construct_color_matrix(
text2num(href_list["rr"]),
text2num(href_list["rg"]),
text2num(href_list["rb"]),
text2num(href_list["gr"]),
text2num(href_list["gg"]),
text2num(href_list["gb"]),
text2num(href_list["br"]),
text2num(href_list["bg"]),
text2num(href_list["bb"]),
text2num(href_list["cr"]),
text2num(href_list["cg"]),
text2num(href_list["cb"])
)
if(cm)
color_matrix = cm
opentime = 0
close()
/proc/color_matrix_picker(mob/user, message, title, button1 = "Ok", button2, button3, stealfocus, timeout = 10 MINUTES, list/values)
if(!istype(user))
if(istype(user, /client))
var/client/C = user
user = C.mob
else
return
var/datum/browser/modal/color_matrix_picker/B = new(user, message, title, button1, button2, button3, stealfocus, timeout, values)
B.open()
B.wait()
return list("button" = B.selectedbutton, "matrix" = B.color_matrix)

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/atom
//! Colors
/**
* used to store the different colors on an atom
*
* its inherent color, the colored paint applied on it, special color effect etc...
*/
var/list/atom_colours
//! ## Atom Colour Priority System
/**
* A System that gives finer control over which atom colour to colour the atom with.
* The "highest priority" one is always displayed as opposed to the default of
* "whichever was set last is displayed"
*/
/// Adds an instance of colour_type to the atom's atom_colours list
/atom/proc/add_atom_colour(coloration, colour_priority)
if(!atom_colours || !atom_colours.len)
atom_colours = list()
atom_colours.len = COLOUR_PRIORITY_AMOUNT //four priority levels currently.
if(!coloration)
return
if(colour_priority > atom_colours.len)
return
atom_colours[colour_priority] = coloration
update_atom_colour()
/// Removes an instance of colour_type from the atom's atom_colours list
/atom/proc/remove_atom_colour(colour_priority, coloration)
if(!atom_colours)
atom_colours = list()
atom_colours.len = COLOUR_PRIORITY_AMOUNT //four priority levels currently.
if(colour_priority > atom_colours.len)
return
if(coloration && atom_colours[colour_priority] != coloration)
return //if we don't have the expected color (for a specific priority) to remove, do nothing
atom_colours[colour_priority] = null
update_atom_colour()
/// Resets the atom's color to null, and then sets it to the highest priority colour available
/atom/proc/update_atom_colour()
if(!atom_colours)
atom_colours = list()
atom_colours.len = COLOUR_PRIORITY_AMOUNT //four priority levels currently.
color = null
for(var/C in atom_colours)
if(islist(C))
var/list/L = C
if(L.len)
color = L
return
else if(C)
color = C
return

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#define COLORMATE_TINT 1
#define COLORMATE_HSV 2
#define COLORMATE_MATRIX 3
/obj/machinery/gear_painter
name = "Color Mate"
desc = "A machine to give your apparel a fresh new color!"
icon = 'icons/obj/vending.dmi'
icon_state = "colormate"
density = TRUE
anchored = TRUE
var/atom/movable/inserted
var/activecolor = "#FFFFFF"
var/list/color_matrix_last
var/active_mode = COLORMATE_HSV
var/build_hue = 0
var/build_sat = 1
var/build_val = 1
/// Allow holder'd mobs
var/allow_mobs = TRUE
/// Minimum lightness for normal mode
var/minimum_normal_lightness = 50
/// Minimum lightness for matrix mode, tested using 4 test colors of full red, green, blue, white.
var/minimum_matrix_lightness = 75
/// Minimum matrix tests that must pass for something to be considered a valid color (see above)
var/minimum_matrix_tests = 2
/// Temporary messages
var/temp
var/list/allowed_types = list(
/obj/item/clothing,
/obj/item/weapon/storage/backpack,
/obj/item/weapon/storage/belt,
/obj/item/toy
)
/obj/machinery/gear_painter/Initialize(mapload)
. = ..()
color_matrix_last = list(
1, 0, 0,
0, 1, 0,
0, 0, 1,
0, 0, 0,
)
/obj/machinery/gear_painter/update_icon()
if(panel_open)
icon_state = "colormate_open"
else if(inoperable())
icon_state = "colormate_off"
else if(inserted)
icon_state = "colormate_active"
else
icon_state = "colormate"
/obj/machinery/gear_painter/Destroy()
if(inserted) //please i beg you do not drop nulls
inserted.forceMove(drop_location())
return ..()
/obj/machinery/gear_painter/attackby(obj/item/I, mob/living/user)
if(inserted)
to_chat(user, SPAN_WARNING("The machine is already loaded."))
return
if(default_deconstruction_screwdriver(user, I))
return
if(default_deconstruction_crowbar(user, I))
return
if(default_unfasten_wrench(user, I, 40))
return
if(allow_mobs && istype(I, /obj/item/weapon/holder))
var/obj/item/holder/H = I
var/mob/victim = H.held_mob
if(!user.attempt_insert_item_for_installation(I, src))
return
if(!QDELETED(H))
H.drop_items()
insert_mob(victim, user)
SStgui.update_uis(src)
if(is_type_in_list(I, allowed_types) && !inoperable())
if(!user.attempt_insert_item_for_installation(I, src))
return
if(QDELETED(I))
return
user.visible_message(SPAN_NOTICE("[user] inserts [I] into [src]'s receptable."))
inserted = I
update_icon()
SStgui.update_uis(src)
else
return ..()
/obj/machinery/gear_painter/proc/insert_mob(mob/victim, mob/user)
if(inserted)
return
if(user)
visible_message(SPAN_WARNING("[user] stuffs [victim] into [src]!"))
inserted = victim
inserted.forceMove(src)
/obj/machinery/gear_painter/AllowDrop()
return FALSE
// /obj/machinery/gear_painter/handle_atom_del(atom/movable/AM)
// if(AM == inserted)
// inserted = null
// return ..()
/obj/machinery/gear_painter/AltClick(mob/user)
. = ..()
drop_item()
/obj/machinery/gear_painter/proc/drop_item()
if(!oview(1,src))
return
if(!inserted)
return
to_chat(usr, SPAN_NOTICE("You remove [inserted] from [src]"))
inserted.forceMove(drop_location())
var/mob/living/user = usr
if(istype(user))
user.put_in_hands(inserted)
inserted = null
update_icon()
SStgui.update_uis(src)
/obj/machinery/gear_painter/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!ui)
ui = new(user, src, "ColorMate", src.name)
ui.set_autoupdate(FALSE) //This might be a bit intensive, better to not update it every few ticks
ui.open()
/obj/machinery/gear_painter/ui_data(mob/user)
. = list()
.["activemode"] = active_mode
.["matrixcolors"] = list(
"rr" = color_matrix_last[1],
"rg" = color_matrix_last[2],
"rb" = color_matrix_last[3],
"gr" = color_matrix_last[4],
"gg" = color_matrix_last[5],
"gb" = color_matrix_last[6],
"br" = color_matrix_last[7],
"bg" = color_matrix_last[8],
"bb" = color_matrix_last[9],
"cr" = color_matrix_last[10],
"cg" = color_matrix_last[11],
"cb" = color_matrix_last[12],
)
.["buildhue"] = build_hue
.["buildsat"] = build_sat
.["buildval"] = build_val
if(temp)
.["temp"] = temp
if(inserted)
.["item"] = list()
.["item"]["name"] = inserted.name
.["item"]["sprite"] = icon2base64(get_flat_icon(inserted,dir=SOUTH,no_anim=TRUE))
.["item"]["preview"] = icon2base64(build_preview())
else
.["item"] = null
/obj/machinery/gear_painter/ui_act(action, params)
. = ..()
if(.)
return
if(inserted)
switch(action)
if("switch_modes")
active_mode = text2num(params["mode"])
return TRUE
if("choose_color")
var/chosen_color = input(usr, "Choose a color: ", "ColorMate colour picking", activecolor) as color|null
if(chosen_color)
activecolor = chosen_color
return TRUE
if("paint")
do_paint(usr)
temp = "Painted Successfully!"
return TRUE
if("drop")
temp = ""
drop_item()
return TRUE
if("clear")
inserted.remove_atom_colour(FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
temp = "Cleared Successfully!"
return TRUE
if("set_matrix_color")
color_matrix_last[params["color"]] = params["value"]
return TRUE
if("set_hue")
build_hue = clamp(text2num(params["buildhue"]), 0, 360)
return TRUE
if("set_sat")
build_sat = clamp(text2num(params["buildsat"]), -10, 10)
return TRUE
if("set_val")
build_val = clamp(text2num(params["buildval"]), -10, 10)
return TRUE
/obj/machinery/gear_painter/proc/do_paint(mob/user)
var/color_to_use
switch(active_mode)
if(COLORMATE_TINT)
color_to_use = activecolor
if(COLORMATE_MATRIX)
color_to_use = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
text2num(color_matrix_last[4]),
text2num(color_matrix_last[5]),
text2num(color_matrix_last[6]),
text2num(color_matrix_last[7]),
text2num(color_matrix_last[8]),
text2num(color_matrix_last[9]),
text2num(color_matrix_last[10]),
text2num(color_matrix_last[11]),
text2num(color_matrix_last[12]),
)
if(COLORMATE_HSV)
color_to_use = color_matrix_hsv(build_hue, build_sat, build_val)
color_matrix_last = color_to_use
if(!color_to_use || !check_valid_color(color_to_use, user))
to_chat(user, SPAN_NOTICE("Invalid color."))
return FALSE
inserted.add_atom_colour(color_to_use, FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
return TRUE
/// Produces the preview image of the item, used in the UI, the way the color is not stacking is a sin.
/obj/machinery/gear_painter/proc/build_preview()
if(inserted) //sanity
var/list/cm
switch(active_mode)
if(COLORMATE_MATRIX)
cm = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
text2num(color_matrix_last[4]),
text2num(color_matrix_last[5]),
text2num(color_matrix_last[6]),
text2num(color_matrix_last[7]),
text2num(color_matrix_last[8]),
text2num(color_matrix_last[9]),
text2num(color_matrix_last[10]),
text2num(color_matrix_last[11]),
text2num(color_matrix_last[12]),
)
if(!check_valid_color(cm, usr))
return get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
if(COLORMATE_TINT)
if(!check_valid_color(activecolor, usr))
return get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
if(COLORMATE_HSV)
cm = color_matrix_hsv(build_hue, build_sat, build_val)
color_matrix_last = cm
if(!check_valid_color(cm, usr))
return get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
var/cur_color = inserted.color
inserted.color = null
inserted.color = (active_mode == COLORMATE_TINT ? activecolor : cm)
var/icon/preview = get_flat_icon(inserted, dir=SOUTH, no_anim=TRUE)
inserted.color = cur_color
temp = ""
. = preview
/obj/machinery/gear_painter/proc/check_valid_color(list/cm, mob/user)
if(!islist(cm)) // normal
var/list/HSV = ReadHSV(RGBtoHSV(cm))
if(HSV[3] < minimum_normal_lightness)
temp = "[cm] is too dark (Minimum lightness: [minimum_normal_lightness])"
return FALSE
return TRUE
else // matrix
// We test using full red, green, blue, and white
// A predefined number of them must pass to be considered valid
var/passed = 0
#define COLORTEST(thestring, thematrix) passed += (ReadHSV(RGBtoHSV(RGBMatrixTransform(thestring, thematrix)))[3] >= minimum_matrix_lightness)
COLORTEST("FF0000", cm)
COLORTEST("00FF00", cm)
COLORTEST("0000FF", cm)
COLORTEST("FFFFFF", cm)
#undef COLORTEST
if(passed < minimum_matrix_tests)
temp = "Matrix is too dark. (passed [passed] out of [minimum_matrix_tests] required tests. Minimum lightness: [minimum_matrix_lightness])."
return FALSE
return TRUE

View File

@@ -0,0 +1,240 @@
/////////////////////
// COLOUR MATRICES //
/////////////////////
/* Documenting a couple of potentially useful color matrices here to inspire ideas.
// Greyscale - indentical to saturation @ 0
list(LUMA_R,LUMA_R,LUMA_R,0, LUMA_G,LUMA_G,LUMA_G,0, LUMA_B,LUMA_B,LUMA_B,0, 0,0,0,1, 0,0,0,0)
// Color inversion
list(-1,0,0,0, 0,-1,0,0, 0,0,-1,0, 0,0,0,1, 1,1,1,0)
// Sepiatone
list(0.393,0.349,0.272,0, 0.769,0.686,0.534,0, 0.189,0.168,0.131,0, 0,0,0,1, 0,0,0,0)
*/
/// Does nothing.
/proc/color_matrix_identity()
return list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
/**
* Adds/subtracts overall lightness.
* 0 is identity, 1 makes everything white, -1 makes everything black.
*/
/proc/color_matrix_lightness(power)
return list(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1, power,power,power,0)
/**
* Changes distance hues have from grey while maintaining the overall lightness. Greys are unaffected.
* 1 is identity, 0 is greyscale, >1 oversaturates colors.
*/
/proc/color_matrix_saturation(value)
var/inv = 1 - value
var/R = round(LUMA_R * inv, 0.001)
var/G = round(LUMA_G * inv, 0.001)
var/B = round(LUMA_B * inv, 0.001)
return list(R + value,R,R,0, G,G + value,G,0, B,B,B + value,0, 0,0,0,1, 0,0,0,0)
/**
* Exxagerates or removes colors.
*/
/proc/color_matrix_saturation_percent(percent)
if(percent == 0)
return color_matrix_identity()
percent = clamp(percent, -100, 100)
if(percent > 0)
percent *= 3
var/x = 1 + percent / 100
var/inv = 1 - x
var/R = LUMA_R * inv
var/G = LUMA_G * inv
var/B = LUMA_B * inv
return list(R + x,R,R, G,G + x,G, B,B,B + x)
/**
* Greyscale matrix.
*/
/proc/color_matrix_greyscale()
return list(LUMA_R, LUMA_R, LUMA_R, LUMA_G, LUMA_G, LUMA_G, LUMA_B, LUMA_B, LUMA_B)
/**
* Changes distance colors have from rgb(127,127,127) grey.
* 1 is identity. 0 makes everything grey >1 blows out colors and greys.
*/
/proc/color_matrix_contrast(value)
var/add = (1 - value) / 2
return list(value,0,0,0, 0,value,0,0, 0,0,value,0, 0,0,0,1, add,add,add,0)
/**
* Exxagerates or removes brightness.
*/
/proc/color_matrix_contrast_percent(percent)
var/static/list/delta_index = list(
0, 0.01, 0.02, 0.04, 0.05, 0.06, 0.07, 0.08, 0.1, 0.11,
0.12, 0.14, 0.15, 0.16, 0.17, 0.18, 0.20, 0.21, 0.22, 0.24,
0.25, 0.27, 0.28, 0.30, 0.32, 0.34, 0.36, 0.38, 0.40, 0.42,
0.44, 0.46, 0.48, 0.5, 0.53, 0.56, 0.59, 0.62, 0.65, 0.68,
0.71, 0.74, 0.77, 0.80, 0.83, 0.86, 0.89, 0.92, 0.95, 0.98,
1.0, 1.06, 1.12, 1.18, 1.24, 1.30, 1.36, 1.42, 1.48, 1.54,
1.60, 1.66, 1.72, 1.78, 1.84, 1.90, 1.96, 2.0, 2.12, 2.25,
2.37, 2.50, 2.62, 2.75, 2.87, 3.0, 3.2, 3.4, 3.6, 3.8,
4.0, 4.3, 4.7, 4.9, 5.0, 5.5, 6.0, 6.5, 6.8, 7.0,
7.3, 7.5, 7.8, 8.0, 8.4, 8.7, 9.0, 9.4, 9.6, 9.8,
10.0)
percent = clamp(percent, -100, 100)
if(percent == 0)
return color_matrix_identity()
var/x = 0
if (percent < 0)
x = 127 + percent / 100 * 127;
else
x = percent % 1
if(x == 0)
x = delta_index[percent]
else
x = delta_index[percent] * (1-x) + delta_index[percent+1] * x//use linear interpolation for more granularity.
x = x * 127 + 127
var/mult = x / 127
var/add = 0.5 * (127-x) / 255
return list(mult,0,0, 0,mult,0, 0,0,mult, add,add,add)
/**
* Moves all colors angle degrees around the color wheel while maintaining intensity of the color and not affecting greys.
* 0 is identity, 120 moves reds to greens, 240 moves reds to blues.
*/
//
//
/proc/color_matrix_rotate_hue(angle)
var/sin = sin(angle)
var/cos = cos(angle)
var/cos_inv_third = 0.333*(1-cos)
var/sqrt3_sin = sqrt(3)*sin
return list(
round(cos+cos_inv_third, 0.001), round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), 0,
round(cos_inv_third-sqrt3_sin, 0.001), round(cos+cos_inv_third, 0.001), round(cos_inv_third+sqrt3_sin, 0.001), 0,
round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), round(cos+cos_inv_third, 0.001), 0,
0,0,0,1,
0,0,0,0,
)
/**
* Moves all colors angle degrees around the color wheel while maintaining intensity of the color and not affecting whites.
* TODO: Need a version that only affects one color (ie shift red to blue but leave greens and blues alone)
*/
/proc/color_matrix_rotation(angle)
if(angle == 0)
return color_matrix_identity()
angle = clamp(angle, -180, 180)
var/cos = cos(angle)
var/sin = sin(angle)
var/constA = 0.143
var/constB = 0.140
var/constC = -0.283
return list(
LUMA_R + cos * (1-LUMA_R) + sin * -LUMA_R, LUMA_R + cos * -LUMA_R + sin * constA, LUMA_R + cos * -LUMA_R + sin * -(1-LUMA_R),
LUMA_G + cos * -LUMA_G + sin * -LUMA_G, LUMA_G + cos * (1-LUMA_G) + sin * constB, LUMA_G + cos * -LUMA_G + sin * LUMA_G,
LUMA_B + cos * -LUMA_B + sin * (1-LUMA_B), LUMA_B + cos * -LUMA_B + sin * constC, LUMA_B + cos * (1-LUMA_B) + sin * LUMA_B
)
/**
* These next three rotate values about one axis only.
* x is the red axis, y is the green axis, z is the blue axis.
*/
/proc/color_matrix_rotate_x(angle)
var/sinval = round(sin(angle), 0.001)
var/cosval = round(cos(angle), 0.001)
return list(1,0,0,0, 0,cosval,sinval,0, 0,-sinval,cosval,0, 0,0,0,1, 0,0,0,0)
/proc/color_matrix_rotate_y(angle)
var/sinval = round(sin(angle), 0.001)
var/cosval = round(cos(angle), 0.001)
return list(cosval,0,-sinval,0, 0,1,0,0, sinval,0,cosval,0, 0,0,0,1, 0,0,0,0)
/proc/color_matrix_rotate_z(angle)
var/sinval = round(sin(angle), 0.001)
var/cosval = round(cos(angle), 0.001)
return list(cosval,sinval,0,0, -sinval,cosval,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
/**
* Builds a color matrix that transforms the hue, saturation, and value, all in one operation.
*/
/proc/color_matrix_hsv(hue, saturation, value)
hue = clamp(360 - hue, 0, 360)
// This is very much a rough approximation of hueshifting. This carries some artifacting, such as negative values that simply shouldn't exist, but it does get the job done, and that's what matters.
var/cos_a = cos(hue) // These have to be inverted from 360, otherwise the hue's inverted
var/sin_a = sin(hue)
var/rot_x = cos_a + (1 - cos_a) / 3
var/rot_y = (1 - cos_a) / 3 - 0.5774 * sin_a // 0.5774 is sqrt(1/3)
var/rot_z = (1 - cos_a) / 3 + 0.5774 * sin_a
return list(
round((((1-saturation) * LUMA_R) + (rot_x * saturation)) * value, 0.01), round((((1-saturation) * LUMA_R) + (rot_y * saturation)) * value, 0.01), round((((1-saturation) * LUMA_R) + (rot_z * saturation)) * value, 0.01),
round((((1-saturation) * LUMA_G) + (rot_z * saturation)) * value, 0.01), round((((1-saturation) * LUMA_G) + (rot_x * saturation)) * value, 0.01), round((((1-saturation) * LUMA_G) + (rot_y * saturation)) * value, 0.01),
round((((1-saturation) * LUMA_B) + (rot_y * saturation)) * value, 0.01), round((((1-saturation) * LUMA_B) + (rot_z * saturation)) * value, 0.01), round((((1-saturation) * LUMA_B) + (rot_x * saturation)) * value, 0.01),
0, 0, 0
)
/**
* Returns a matrix addition of A with B.
*/
/proc/color_matrix_add(list/A, list/B)
if(!istype(A) || !istype(B))
return color_matrix_identity()
if(A.len != 20 || B.len != 20)
return color_matrix_identity()
var/list/output = list()
output.len = 20
for(var/value in 1 to 20)
output[value] = A[value] + B[value]
return output
/**
* Returns a matrix multiplication of A with B.
*/
/proc/color_matrix_multiply(list/A, list/B)
if(!istype(A) || !istype(B))
return color_matrix_identity()
if(A.len != 20 || B.len != 20)
return color_matrix_identity()
var/list/output = list()
output.len = 20
var/x = 1
var/y = 1
var/offset = 0
for(y in 1 to 5)
offset = (y-1)*4
for(x in 1 to 4)
output[offset+x] = round(A[offset+1]*B[x] + A[offset+2]*B[x+4] + A[offset+3]*B[x+8] + A[offset+4]*B[x+12]+(y==5?B[x+16]:0), 0.001)
return output
/**
* Assembles a color matrix, defaulting to identity.
*/
/proc/rgb_construct_color_matrix(rr = 1, rg, rb, gr, gg = 1, gb, br, bg, bb = 1, cr, cg, cb)
return list(rr, rg, rb, gr, gg, gb, br, bg, bb, cr, cg, cb)
/**
* Assembles a color matrix, defaulting to identity.
*/
/proc/rgba_construct_color_matrix(rr = 1, rg, rb, ra, gr, gg = 1, gb, ga, br, bg, bb = 1, ba, ar, ag, ab, aa = 1, cr, cg, cb, ca)
return list(rr, rg, rb, ra, gr, gg, gb, ga, br, bg, bb, ba, ar, ag, ab, aa, cr, cg, cb, ca)
/**
* Constructs a colored greyscale matrix.
* WARNING: Bad math up ahead.
*/
/proc/rgba_auto_greyscale_matrix(rgba_string)
// process rgb(a)
var/list/L1 = ReadRGB(rgba_string)
ASSERT(L1.len)
if(L1.len == 3)
return rgba_construct_color_matrix(0.39, 0.39, 0.39, 0, 0.5, 0.5, 0.5, 0, 0.11, 0.11, 0.11, 0, 0, 0, 0, 1, max(-0.5, (L1[1] - 255) / 255), max(-0.5, (L1[2] - 255) / 255), max(-0.5, (L1[3] - 255) / 255), 0)
else
// alpha
return rgba_construct_color_matrix(0.39, 0.39, 0.39, 0, 0.5, 0.5, 0.5, 0, 0.11, 0.11, 0.11, 0, 0, 0, 0, 0, max(-0.5, (L1[1] - 255) / 255), max(-0.5, (L1[2] - 255) / 255), max(-0.5, (L1[3] - 255) / 255), L1[4] / 255)

View File

@@ -61,6 +61,7 @@
#include "code\__defines\items_clothing.dm" #include "code\__defines\items_clothing.dm"
#include "code\__defines\lighting.dm" #include "code\__defines\lighting.dm"
#include "code\__defines\lighting_vr.dm" #include "code\__defines\lighting_vr.dm"
#include "code\__defines\lum_ch.dm"
#include "code\__defines\machinery.dm" #include "code\__defines\machinery.dm"
#include "code\__defines\map.dm" #include "code\__defines\map.dm"
#include "code\__defines\materials.dm" #include "code\__defines\materials.dm"
@@ -139,6 +140,7 @@
#include "code\_helpers\global_lists_ch.dm" #include "code\_helpers\global_lists_ch.dm"
#include "code\_helpers\global_lists_vr.dm" #include "code\_helpers\global_lists_vr.dm"
#include "code\_helpers\icons.dm" #include "code\_helpers\icons.dm"
#include "code\_helpers\icons_ch.dm"
#include "code\_helpers\icons_vr.dm" #include "code\_helpers\icons_vr.dm"
#include "code\_helpers\lighting.dm" #include "code\_helpers\lighting.dm"
#include "code\_helpers\logging.dm" #include "code\_helpers\logging.dm"
@@ -899,7 +901,6 @@
#include "code\game\machinery\OpTable.dm" #include "code\game\machinery\OpTable.dm"
#include "code\game\machinery\overview.dm" #include "code\game\machinery\overview.dm"
#include "code\game\machinery\oxygen_pump.dm" #include "code\game\machinery\oxygen_pump.dm"
#include "code\game\machinery\painter_vr.dm"
#include "code\game\machinery\partslathe_vr.dm" #include "code\game\machinery\partslathe_vr.dm"
#include "code\game\machinery\pda_multicaster.dm" #include "code\game\machinery\pda_multicaster.dm"
#include "code\game\machinery\pointdefense.dm" #include "code\game\machinery\pointdefense.dm"
@@ -4521,19 +4522,25 @@
#include "maps\~map_system\maps.dm" #include "maps\~map_system\maps.dm"
#include "modular_chomp\code\coalesce_ch.dm" #include "modular_chomp\code\coalesce_ch.dm"
#include "modular_chomp\code\global.dm" #include "modular_chomp\code\global.dm"
#include "modular_chomp\code\_DEFINES\color_priority.dm"
#include "modular_chomp\code\_HELPERS\icons\flatten.dm"
#include "modular_chomp\code\_HELPERS\type2type\color.dm"
#include "modular_chomp\code\ATMOSPHERICS\atmospherics.dm" #include "modular_chomp\code\ATMOSPHERICS\atmospherics.dm"
#include "modular_chomp\code\datums\autolathe\arms.dm" #include "modular_chomp\code\datums\autolathe\arms.dm"
#include "modular_chomp\code\datums\autolathe\engineering_ch.dm" #include "modular_chomp\code\datums\autolathe\engineering_ch.dm"
#include "modular_chomp\code\datums\autolathe\general_ch.dm" #include "modular_chomp\code\datums\autolathe\general_ch.dm"
#include "modular_chomp\code\datums\browser\color_matrix_picker.dm"
#include "modular_chomp\code\datums\components\gargoyle.dm" #include "modular_chomp\code\datums\components\gargoyle.dm"
#include "modular_chomp\code\datums\outfits\jobs\noncrew.dm" #include "modular_chomp\code\datums\outfits\jobs\noncrew.dm"
#include "modular_chomp\code\datums\supplypacks\medical.dm" #include "modular_chomp\code\datums\supplypacks\medical.dm"
#include "modular_chomp\code\game\atoms\atoms.dm"
#include "modular_chomp\code\game\dna\dna2.dm" #include "modular_chomp\code\game\dna\dna2.dm"
#include "modular_chomp\code\game\jobs\job\department.dm" #include "modular_chomp\code\game\jobs\job\department.dm"
#include "modular_chomp\code\game\jobs\job\noncrew.dm" #include "modular_chomp\code\game\jobs\job\noncrew.dm"
#include "modular_chomp\code\game\jobs\job\silicon.dm" #include "modular_chomp\code\game\jobs\job\silicon.dm"
#include "modular_chomp\code\game\machinery\airconditioner_ch.dm" #include "modular_chomp\code\game\machinery\airconditioner_ch.dm"
#include "modular_chomp\code\game\machinery\autolathe_armory.dm" #include "modular_chomp\code\game\machinery\autolathe_armory.dm"
#include "modular_chomp\code\game\machinery\colormate.dm"
#include "modular_chomp\code\game\objects\items\clockwork\ratvarian_spear.dm" #include "modular_chomp\code\game\objects\items\clockwork\ratvarian_spear.dm"
#include "modular_chomp\code\game\objects\structures\desert_planet_structures.dm" #include "modular_chomp\code\game\objects\structures\desert_planet_structures.dm"
#include "modular_chomp\code\game\objects\structures\gargoyle.dm" #include "modular_chomp\code\game\objects\structures\gargoyle.dm"
@@ -4541,6 +4548,7 @@
#include "modular_chomp\code\game\objects\structures\watercloset_ch.dm" #include "modular_chomp\code\game\objects\structures\watercloset_ch.dm"
#include "modular_chomp\code\game\objects\structures\crate_lockers\largecrate.dm" #include "modular_chomp\code\game\objects\structures\crate_lockers\largecrate.dm"
#include "modular_chomp\code\game\turfs\simulated\outdoors\desert_planet.dm" #include "modular_chomp\code\game\turfs\simulated\outdoors\desert_planet.dm"
#include "modular_chomp\code\matrices\color_matrix.dm"
#include "modular_chomp\code\modules\admin\functions\modify_traits.dm" #include "modular_chomp\code\modules\admin\functions\modify_traits.dm"
#include "modular_chomp\code\modules\artifice\deadringer.dm" #include "modular_chomp\code\modules\artifice\deadringer.dm"
#include "modular_chomp\code\modules\client\preferences.dm" #include "modular_chomp\code\modules\client\preferences.dm"