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https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-13 11:43:31 +00:00
Addendum to: r1655
#Added an icon helper procs library by Lummox Jr. #Added more icon+overlay functionality by DarkCampainger. Both can be found under icon_procs.dm. #Added continuous beam code by Gunbuddy to atom.dm. You can now create continuous beams of energy/magic/monkeys/whatever. For instance, pAI cords. It's really awesome. #Like optical camo? Well I have good news. New stealth "graphic." May need some fine tuning depending on player/coder preference. It's also a little slow to change (due to update_clothing()). With that said, it's a lot cooler than what we had before. Check it out. #Added the getIconMask() and AddCamoOverlay() procs for the above. #Added animated satic filter icons by Koil to icons. #New force wall and shield icons. Shield icons moved to effects.dmi. #Changed up the abandoned mining station. #Moved a few carp spawn points closer to the station. Added a few more. Ninjas: No longer spawn whoknowswhere like they did at times before. Get a unique stealth graphic. Yup. Also, small chance of failure. New energy net icon and effects. Energy net now uses the beam code mentioned above. It will now check for stealth. Fixed some graphical icon issues with ninja suit. Added a female black jumpsuit to icons for this reason. Added icon directions to ninja effects. Some more general code cleanup. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@1664 316c924e-a436-60f5-8080-3fe189b3f50e
This commit is contained in:
@@ -363,21 +363,22 @@
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if(degree < 315) return WEST
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return NORTH|WEST
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//Returns direction that the mob or whomever should be facing in relation to the target.
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//This proc does not grant absolute direction and is mostly useful for 8dir sprite positioning.
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//I personally used it with getline() to great effect.
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/proc/get_dir_to(turf/start,turf/end)//N
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var/xdiff = start.x - end.x//The sign is important.
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var/ydiff = start.y - end.y
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/proc/angle2text(var/degree)
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return dir2text(angle2dir(degree))
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var/direction_x = xdiff<1 ? 4:8//East - west
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var/direction_y = ydiff<1 ? 1:2//North - south
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var/direction_xy = xdiff==0 ? -4:0//If x is the same, subtract 4.
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var/direction_yx = ydiff==0 ? -1:0//If y is the same, subtract 1.
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var/direction_f = direction_x+direction_y+direction_xy+direction_yx//Finally direction tally.
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direction_f = direction_f==0 ? 1:direction_f//If direction is 0(same spot), return north. Otherwise, direction.
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return direction_f
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/proc/Get_Angle(atom/movable/start,atom/movable/end)//For beams.
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if(!start || !end) return 0
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var/dy
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var/dx
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dy=(32*end.y+end.pixel_y)-(32*start.y+start.pixel_y)
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dx=(32*end.x+end.pixel_x)-(32*start.x+start.pixel_x)
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if(!dy)
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return (dx>=0)?90:270
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.=arctan(dx/dy)
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if(dy<0)
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.+=180
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else if(dx<0)
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.+=360
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//Returns location. Returns null if no location was found.
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/proc/get_teleport_loc(turf/location,mob/target,distance = 1, density = 0, errorx = 0, errory = 0, eoffsetx = 0, eoffsety = 0)
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@@ -472,9 +473,6 @@ Turf and target are seperate in case you want to teleport some distance from a t
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return destination
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/proc/angle2text(var/degree)
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return dir2text(angle2dir(degree))
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/proc/text_input(var/Message, var/Title, var/Default, var/length=MAX_MESSAGE_LEN)
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return sanitize(input(Message, Title, Default) as text, length)
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@@ -984,6 +982,10 @@ Turf and target are seperate in case you want to teleport some distance from a t
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/proc/between(var/low, var/middle, var/high)
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return max(min(middle, high), low)
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proc/arctan(x)
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var/y=arcsin(x/sqrt(1+x*x))
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return y
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//returns random gauss number
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proc/GaussRand(var/sigma)
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var/x,y,rsq
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568
code/defines/procs/icon_procs.dm
Normal file
568
code/defines/procs/icon_procs.dm
Normal file
@@ -0,0 +1,568 @@
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/*
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IconProcs
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by Lummox JR
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Check the icon_procs_readme.dm for how they work.
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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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icon
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// Multiply all alpha values by this float
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proc/ChangeOpacity(opacity = 1.0)
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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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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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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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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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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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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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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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proc/UseAlphaMask(mask)
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Opaque()
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AddAlphaMask(mask)
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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) 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) break
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++digits
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if(digits == 8) break
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var/single = digits < 6
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if(digits != 3 && digits != 4 && digits != 6 && digits != 8) return
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if(digits == 4 || digits == 8) 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) ch -= 48
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else if(ch >= 65 && ch <= 70) ch -= 55
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else if(ch >= 97 && ch <= 102) ch -= 87
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else 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)) ++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)) ++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)) ++which
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if(3)
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alpha = (alpha << 4) | ch
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if(single) alpha |= alpha << 4
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. = list(r, g, b)
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if(usealpha) . += alpha
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proc/ReadHSV(hsv)
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if(!hsv) 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) ++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) break
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++digits
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if(digits == 9) break
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if(digits > 7) usealpha = 1
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if(digits <= 4) ++which
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if(digits <= 2) ++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) ch -= 48
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else if(ch >= 65 && ch <= 70) ch -= 55
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else if(ch >= 97 && ch <= 102) ch -= 87
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else 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)) ++which
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if(1)
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sat = (sat << 4) | ch
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if(digits == (usealpha ? 4 : 2)) ++which
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if(2)
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val = (val << 4) | ch
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if(digits == (usealpha ? 2 : 0)) ++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) . += alpha
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proc/HSVtoRGB(hsv)
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if(!hsv) return "#000000"
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var/list/HSV = ReadHSV(hsv)
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if(!HSV) 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) 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)
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if(hue >= 765)
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if(hue >= 1275) {r=hi; g=lo; b=mid}
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else if(hue >= 1020) {r=mid; g=lo; b=hi }
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else {r=lo; g=mid; b=hi }
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else
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if(hue >= 510) {r=lo; g=hi; b=mid}
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else if(hue >= 255) {r=mid; g=hi; b=lo }
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else {r=hi; g=mid; b=lo }
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return (HSV.len > 3) ? rgb(r,g,b,HSV[4]) : rgb(r,g,b)
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proc/RGBtoHSV(rgb)
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if(!rgb) return "#0000000"
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var/list/RGB = ReadRGB(rgb)
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if(!RGB) return "#0000000"
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var/r = RGB[1]
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var/g = RGB[2]
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var/b = RGB[3]
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var/hi = max(r,g,b)
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var/lo = min(r,g,b)
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var/val = hi
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var/sat = hi ? round((hi-lo) * 255 / hi, 1) : 0
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var/hue = 0
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if(sat)
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var/dir
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var/mid
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if(hi == r)
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if(lo == b) {hue=0; dir=1; mid=g}
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else {hue=1535; dir=-1; mid=b}
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else if(hi == g)
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if(lo == r) {hue=512; dir=1; mid=b}
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else {hue=511; dir=-1; mid=r}
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else if(hi == b)
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if(lo == g) {hue=1024; dir=1; mid=r}
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else {hue=1023; dir=-1; mid=g}
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hue += dir * round((mid-lo) * 255 / (hi-lo), 1)
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return hsv(hue, sat, val, (RGB.len>3 ? RGB[4] : null))
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proc/hsv(hue, sat, val, alpha)
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if(hue < 0 || hue >= 1536) hue %= 1536
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if(hue < 0) hue += 1536
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if((hue & 0xFF) == 0xFF)
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++hue
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if(hue >= 1536) hue = 0
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if(sat < 0) sat = 0
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if(sat > 255) sat = 255
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if(val < 0) val = 0
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if(val > 255) val = 255
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. = "#"
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. += TO_HEX_DIGIT(hue >> 8)
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. += TO_HEX_DIGIT(hue >> 4)
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. += TO_HEX_DIGIT(hue)
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. += TO_HEX_DIGIT(sat >> 4)
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. += TO_HEX_DIGIT(sat)
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. += TO_HEX_DIGIT(val >> 4)
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. += TO_HEX_DIGIT(val)
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if(!isnull(alpha))
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if(alpha < 0) alpha = 0
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if(alpha > 255) alpha = 255
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. += TO_HEX_DIGIT(alpha >> 4)
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. += TO_HEX_DIGIT(alpha)
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/*
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Smooth blend between HSV colors
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amount=0 is the first color
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amount=1 is the second color
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amount=0.5 is directly between the two colors
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amount<0 or amount>1 are allowed
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*/
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proc/BlendHSV(hsv1, hsv2, amount)
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var/list/HSV1 = ReadHSV(hsv1)
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var/list/HSV2 = ReadHSV(hsv2)
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// add missing alpha if needed
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if(HSV1.len < HSV2.len) HSV1 += 255
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else if(HSV2.len < HSV1.len) HSV2 += 255
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var/usealpha = HSV1.len > 3
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// normalize hsv values in case anything is screwy
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if(HSV1[1] > 1536) HSV1[1] %= 1536
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if(HSV2[1] > 1536) HSV2[1] %= 1536
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if(HSV1[1] < 0) HSV1[1] += 1536
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if(HSV2[1] < 0) HSV2[1] += 1536
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if(!HSV1[3]) {HSV1[1] = 0; HSV1[2] = 0}
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if(!HSV2[3]) {HSV2[1] = 0; HSV2[2] = 0}
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// no value for one color means don't change saturation
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if(!HSV1[3]) HSV1[2] = HSV2[2]
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if(!HSV2[3]) HSV2[2] = HSV1[2]
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// no saturation for one color means don't change hues
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if(!HSV1[2]) HSV1[1] = HSV2[1]
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if(!HSV2[2]) HSV2[1] = HSV1[1]
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// Compress hues into easier-to-manage range
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HSV1[1] -= HSV1[1] >> 8
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HSV2[1] -= HSV2[1] >> 8
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var/hue_diff = HSV2[1] - HSV1[1]
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if(hue_diff > 765) hue_diff -= 1530
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else if(hue_diff <= -765) hue_diff += 1530
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var/hue = round(HSV1[1] + hue_diff * amount, 1)
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var/sat = round(HSV1[2] + (HSV2[2] - HSV1[2]) * amount, 1)
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var/val = round(HSV1[3] + (HSV2[3] - HSV1[3]) * amount, 1)
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var/alpha = usealpha ? round(HSV1[4] + (HSV2[4] - HSV1[4]) * amount, 1) : null
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// normalize hue
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if(hue < 0 || hue >= 1530) hue %= 1530
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if(hue < 0) hue += 1530
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// decompress hue
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hue += round(hue / 255)
|
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return hsv(hue, sat, val, alpha)
|
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|
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/*
|
||||
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
|
||||
*/
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proc/BlendRGB(rgb1, rgb2, amount)
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var/list/RGB1 = ReadRGB(rgb1)
|
||||
var/list/RGB2 = ReadRGB(rgb2)
|
||||
|
||||
// add missing alpha if needed
|
||||
if(RGB1.len < RGB2.len) RGB1 += 255
|
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else if(RGB2.len < RGB1.len) RGB2 += 255
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var/usealpha = RGB1.len > 3
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var/r = round(RGB1[1] + (RGB2[1] - RGB1[1]) * amount, 1)
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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))
|
||||
|
||||
|
||||
/*
|
||||
Get flat icon by DarkCampainger. As it says on the tin, will return an icon with all the overlays
|
||||
as a single icon. Useful for when you want to manipulate an icon via the above as overlays are not normally included.
|
||||
The _flatIcons list is a cache for generated icon files.
|
||||
*/
|
||||
|
||||
// Associative list of [md5 values = Icon] for determining if the icon already exists
|
||||
var/list/_flatIcons = list()
|
||||
|
||||
proc
|
||||
getFlatIcon(atom/A, dir, cache=1) // 1 = use cache, 2 = override cache, 0 = ignore cache
|
||||
// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
|
||||
var/list/layers = list()
|
||||
var/hash = "" // Hash of overlay combination
|
||||
|
||||
// Add the atom's icon itself
|
||||
if(A.icon)
|
||||
// Make a copy without pixel_x/y settings
|
||||
var/image/copy = image(icon=A.icon,icon_state=A.icon_state,layer=A.layer,dir=A.dir)
|
||||
layers[copy] = A.layer
|
||||
|
||||
// dir defaults to A's dir
|
||||
if(!dir) dir = A.dir
|
||||
|
||||
// Loop through the underlays, then overlays, sorting them into the layers list
|
||||
var
|
||||
list/process = A.underlays // Current list being processed
|
||||
pSet=0 // Which list is being processed: 0 = underlays, 1 = overlays
|
||||
curIndex=1 // index of 'current' in list being processed
|
||||
current // Current overlay being sorted
|
||||
currentLayer // Calculated layer that overlay appears on (special case for FLOAT_LAYER)
|
||||
compare // The overlay 'add' is being compared against
|
||||
cmpIndex // The index in the layers list of 'compare'
|
||||
while(TRUE)
|
||||
if(curIndex<=process.len)
|
||||
current = process[curIndex]
|
||||
|
||||
currentLayer = current:layer
|
||||
if(currentLayer<0) // Special case for FLY_LAYER
|
||||
ASSERT(currentLayer > -1000)
|
||||
if(pSet == 0) // Underlay
|
||||
currentLayer = A.layer+currentLayer/1000
|
||||
else // Overlay
|
||||
currentLayer = A.layer+(1000+currentLayer)/1000
|
||||
|
||||
// Sort add into layers list
|
||||
for(cmpIndex=1,cmpIndex<=layers.len,cmpIndex++)
|
||||
compare = layers[cmpIndex]
|
||||
if(currentLayer < layers[compare]) // Associated value is the calculated layer
|
||||
layers.Insert(cmpIndex,current)
|
||||
layers[current] = currentLayer
|
||||
break
|
||||
if(cmpIndex>layers.len) // Reached end of list without inserting
|
||||
layers[current]=currentLayer // Place at end
|
||||
|
||||
curIndex++
|
||||
|
||||
if(curIndex>process.len)
|
||||
if(pSet == 0) // Switch to overlays
|
||||
curIndex = 1
|
||||
pSet = 1
|
||||
process = A.overlays
|
||||
else // All done
|
||||
break
|
||||
|
||||
if(cache!=0) // If cache is NOT disabled
|
||||
// Create a hash value to represent this specific flattened icon
|
||||
for(var/I in layers)
|
||||
hash += "\ref[I:icon],[I:icon_state],[I:dir ? I:dir : dir],[I:pixel_x],[I:pixel_y];_;"
|
||||
hash=md5(hash)
|
||||
|
||||
if(cache!=2) // If NOT overriding cache
|
||||
// Check if the icon has already been generated
|
||||
for(var/h in _flatIcons)
|
||||
if(h == hash)
|
||||
// Icon already exists, just return that one
|
||||
return _flatIcons[h]
|
||||
|
||||
var
|
||||
// We start with a blank canvas, otherwise some icon procs crash silently
|
||||
icon/flat = icon('effects.dmi', "icon_state"="nothing") // Final flattened icon
|
||||
icon/add // Icon of overlay being added
|
||||
|
||||
// Current dimensions of flattened icon
|
||||
flatX1=1;flatX2=flat.Width();flatY1=1;flatY2=flat.Height()
|
||||
// Dimensions of overlay being added
|
||||
addX1;addX2;addY1;addY2
|
||||
|
||||
for(var/I in layers)
|
||||
|
||||
if(I:icon)
|
||||
if(I:icon_state)
|
||||
// Has icon and state set
|
||||
add = icon(I:icon, I:icon_state, dir, 1, 0)
|
||||
else
|
||||
if(A.icon_state in icon_states(I:icon))
|
||||
// Inherits icon_state from atom
|
||||
add = icon(I:icon, A.icon_state, dir, 1, 0)
|
||||
else
|
||||
// Uses default state ("")
|
||||
add = icon(I:icon, null, dir, 1, 0)
|
||||
else if(I:icon_state)
|
||||
// Inherits icon from atom
|
||||
add = icon(A.icon, I:icon_state, dir, 1, 0)
|
||||
else
|
||||
// Unknown
|
||||
continue
|
||||
|
||||
// Find the new dimensions of the flat icon to fit the added overlay
|
||||
addX1 = min(flatX1, I:pixel_x+1)
|
||||
addX2 = max(flatX2, I:pixel_x+add.Width())
|
||||
addY1 = min(flatY1, I:pixel_y+1)
|
||||
addY2 = max(flatY2, I:pixel_y+add.Height())
|
||||
|
||||
if(addX1!=flatX1 || addX2!=flatX2 || addY1!=flatY1 || addY2!=flatY2)
|
||||
// Resize the flattened icon so the new icon fits
|
||||
flat.Crop(addX1-flatX1+1, addY1-flatY1+1, addX2-flatX1+1, addY2-flatY1+1)
|
||||
flatX1=addX1;flatX2=addX2
|
||||
flatY1=addY1;flatY2=addY2
|
||||
|
||||
// Blend the overlay into the flattened icon
|
||||
flat.Blend(add,ICON_OVERLAY,I:pixel_x+2-flatX1,I:pixel_y+2-flatY1)
|
||||
|
||||
if(cache!=0) // If cache is NOT disabled
|
||||
// Cache the generated icon in our list so we don't have to regenerate it
|
||||
_flatIcons[hash] = flat
|
||||
|
||||
return flat
|
||||
|
||||
getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
|
||||
var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
|
||||
for(var/I in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
|
||||
if(I:layer>A.layer) continue//If layer is greater than what we need, skip it.
|
||||
var/icon/image_overlay = new(I:icon,I:icon_state)//Blend only works with icon objects.
|
||||
//Also, icons cannot directly set icon_state. Slower than changing variables but whatever.
|
||||
alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay.
|
||||
return alpha_mask//And now return the mask.
|
||||
|
||||
/mob/proc/AddCamoOverlay(atom/A)//A is the atom which we are using as the overlay.
|
||||
var/icon/opacity_icon = new(A.icon, A.icon_state)//Don't really care for overlays/underlays.
|
||||
//Now we need to culculate overlays+underlays and add them together to form an image for a mask.
|
||||
//var/icon/alpha_mask = getFlatIcon(src)//Accurate but SLOW. Not designed for running each tick. Could have other uses I guess.
|
||||
var/icon/alpha_mask = getIconMask(src)//Which is why I created that proc. Also a little slow since it's blending a bunch of icons together but good enough.
|
||||
opacity_icon.AddAlphaMask(alpha_mask)//Likely the main source of lag for this proc. Probably not designed to run each tick.
|
||||
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.
|
||||
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.
|
||||
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.
|
||||
switch(i)//Now to determine offset so the result is somewhat blurred.
|
||||
if(1)
|
||||
I.pixel_x -= 1
|
||||
if(2)
|
||||
I.pixel_x += 1
|
||||
if(3)
|
||||
I.pixel_y -= 1
|
||||
if(4)
|
||||
I.pixel_y += 1
|
||||
overlays += I//And finally add the overlay.
|
||||
214
code/defines/procs/icon_procs_readme.dm
Normal file
214
code/defines/procs/icon_procs_readme.dm
Normal file
@@ -0,0 +1,214 @@
|
||||
/*
|
||||
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:
|
||||
|
||||
var/icon/my_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 effects.
|
||||
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
|
||||
overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = -32)
|
||||
overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = 32)
|
||||
overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = -32, pixel_y = -32)
|
||||
|
||||
// Testing icon file overlays (defaults to mob's state)
|
||||
overlays += '_flat_demoIcons2.dmi'
|
||||
|
||||
// Testing icon_state overlays (defaults to mob's icon)
|
||||
overlays += "white"
|
||||
|
||||
// Testing dynamic icon overlays
|
||||
var/icon/I = icon('old_or_unused.dmi', icon_state="aqua")
|
||||
I.Shift(NORTH,16,1)
|
||||
overlays+=I
|
||||
|
||||
// Testing dynamic image overlays
|
||||
I=image(icon=I,pixel_x = -32, pixel_y = 32)
|
||||
overlays+=I
|
||||
|
||||
// Testing object types (and layers)
|
||||
overlays+=/obj/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(getFlatIcon(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"
|
||||
src<<"Icon is: \icon[getFlatIcon(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(getFlatIcon(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"
|
||||
overlays += 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
|
||||
getFlatIcon(src,0,2)
|
||||
if(prob(5))
|
||||
Add_Overlay()
|
||||
Browse_Icon()
|
||||
|
||||
Cache_Test()
|
||||
set name = "6. Cache Test"
|
||||
for(var/i = 0 to 1000)
|
||||
getFlatIcon(src)
|
||||
Browse_Icon()
|
||||
|
||||
obj/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
|
||||
*/
|
||||
Reference in New Issue
Block a user