Files
CHOMPStation2/code/_helpers/icons.dm
2023-06-03 09:22:18 +00:00

686 lines
24 KiB
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#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87))
/icon/proc/MakeLying()
var/icon/I = new(src,dir=SOUTH)
I.BecomeLying()
return I
/icon/proc/BecomeLying()
Turn(90)
Shift(SOUTH,6)
Shift(EAST,1)
// Multiply all alpha values by this float
/icon/proc/ChangeOpacity(opacity = 1.0)
MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,opacity, 0,0,0,0)
// Convert to grayscale
/icon/proc/GrayScale()
MapColors(0.3,0.3,0.3, 0.59,0.59,0.59, 0.11,0.11,0.11, 0,0,0)
/icon/proc/ColorTone(tone)
GrayScale()
var/list/TONE = rgb2num(tone)
var/gray = round(TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11, 1)
var/icon/upper = (255-gray) ? new(src) : null
if(gray)
MapColors(255/gray,0,0, 0,255/gray,0, 0,0,255/gray, 0,0,0)
Blend(tone, ICON_MULTIPLY)
else SetIntensity(0)
if(255-gray)
upper.Blend(rgb(gray,gray,gray), ICON_SUBTRACT)
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)
Blend(upper, ICON_ADD)
// Take the minimum color of two icons; combine transparency as if blending with ICON_ADD
/icon/proc/MinColors(icon)
var/icon/I = new(src)
I.Opaque()
I.Blend(icon, ICON_SUBTRACT)
Blend(I, ICON_SUBTRACT)
// Take the maximum color of two icons; combine opacity as if blending with ICON_OR
/icon/proc/MaxColors(icon)
var/icon/I
if(isicon(icon))
I = new(icon)
else
// solid color
I = new(src)
I.Blend("#000000", ICON_OVERLAY)
I.SwapColor("#000000", null)
I.Blend(icon, ICON_OVERLAY)
var/icon/J = new(src)
J.Opaque()
I.Blend(J, ICON_SUBTRACT)
Blend(I, ICON_OR)
// make this icon fully opaque--transparent pixels become black
/icon/proc/Opaque(background = "#000000")
SwapColor(null, background)
MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0,0,0,1)
// Change a grayscale icon into a white icon where the original color becomes the alpha
// I.e., black -> transparent, gray -> translucent white, white -> solid white
/icon/proc/BecomeAlphaMask()
SwapColor(null, "#000000ff") // don't let transparent become gray
MapColors(0,0,0,0.3, 0,0,0,0.59, 0,0,0,0.11, 0,0,0,0, 1,1,1,0)
/icon/proc/UseAlphaMask(mask)
Opaque()
AddAlphaMask(mask)
/icon/proc/AddAlphaMask(mask)
var/icon/M = new(mask)
M.Blend("#ffffff", ICON_SUBTRACT)
// apply mask
Blend(M, ICON_ADD)
/proc/BlendRGB(rgb1, rgb2, amount)
var/list/RGB1 = ReadRGB(rgb1) //CHOMPEdit - Better rgb blend
var/list/RGB2 = ReadRGB(rgb2)
// add missing alpha if needed
if(RGB1.len < RGB2.len) RGB1 += 255
else if(RGB2.len < RGB1.len) RGB2 += 255
var/usealpha = RGB1.len > 3
var/r = round(RGB1[1] + (RGB2[1] - RGB1[1]) * amount, 1)
var/g = round(RGB1[2] + (RGB2[2] - RGB1[2]) * amount, 1)
var/b = round(RGB1[3] + (RGB2[3] - RGB1[3]) * amount, 1)
var/alpha = usealpha ? round(RGB1[4] + (RGB2[4] - RGB1[4]) * amount, 1) : null
return isnull(alpha) ? rgb(r, g, b) : rgb(r, g, b, alpha)
// Ported from /tg/station
// Creates a single icon from a given /atom or /image. Only the first argument is required.
/proc/getFlatIcon(image/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE)
//Define... defines.
var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing")
#define BLANK icon(flat_template)
#define SET_SELF(SETVAR) do { \
var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null); \
if(A.alpha<255) { \
SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);\
} \
if(A.color) { \
if(islist(A.color)){ \
SELF_ICON.MapColors(arglist(A.color))} \
else{ \
SELF_ICON.Blend(A.color,ICON_MULTIPLY)} \
} \
##SETVAR=SELF_ICON;\
} while (0)
#define INDEX_X_LOW 1
#define INDEX_X_HIGH 2
#define INDEX_Y_LOW 3
#define INDEX_Y_HIGH 4
#define flatX1 flat_size[INDEX_X_LOW]
#define flatX2 flat_size[INDEX_X_HIGH]
#define flatY1 flat_size[INDEX_Y_LOW]
#define flatY2 flat_size[INDEX_Y_HIGH]
#define addX1 add_size[INDEX_X_LOW]
#define addX2 add_size[INDEX_X_HIGH]
#define addY1 add_size[INDEX_Y_LOW]
#define addY2 add_size[INDEX_Y_HIGH]
if(!A || A.alpha <= 0)
return BLANK
var/noIcon = FALSE
if(start)
if(!defdir)
defdir = A.dir
if(!deficon)
deficon = A.icon
if(!defstate)
defstate = A.icon_state
if(!defblend)
defblend = A.blend_mode
var/curicon = A.icon || deficon
var/curstate = A.icon_state || defstate
if(!((noIcon = (!curicon))))
var/curstates = cached_icon_states(curicon)
if(!(curstate in curstates))
if("" in curstates)
curstate = ""
else
noIcon = TRUE // Do not render this object.
var/curdir
var/base_icon_dir //We'll use this to get the icon state to display if not null BUT NOT pass it to overlays as the dir we have
// Use the requested dir or the atom's current dir
curdir = defdir || A.dir
//Try to remove/optimize this section ASAP, CPU hog. //Slightly mitigated by implementing caching using cached_icon_states
//Determines if there's directionals.
if(!noIcon && curdir != SOUTH)
var/exist = FALSE
var/static/list/checkdirs = list(NORTH, EAST, WEST)
for(var/i in checkdirs) //Not using GLOB for a reason.
if(length(cached_icon_states(icon(curicon, curstate, i))))
exist = TRUE
break
if(!exist)
base_icon_dir = SOUTH
//
if(!base_icon_dir)
base_icon_dir = curdir
ASSERT(!BLEND_DEFAULT) //I might just be stupid but lets make sure this define is 0.
var/curblend = A.blend_mode || defblend
if(A.overlays.len || A.underlays.len)
var/icon/flat = BLANK
// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
var/list/layers = list()
var/image/copy
// Add the atom's icon itself, without pixel_x/y offsets.
if(!noIcon)
copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=base_icon_dir)
copy.color = A.color
copy.alpha = A.alpha
copy.blend_mode = curblend
layers[copy] = A.layer
// Loop through the underlays, then overlays, sorting them into the layers list
for(var/process_set in 0 to 1)
var/list/process = process_set? A.overlays : A.underlays
for(var/i in 1 to process.len)
var/image/current = process[i]
if(!current)
continue
if(current.plane != FLOAT_PLANE && current.plane != A.plane)
continue
var/current_layer = current.layer
if(current_layer < 0)
//if(current_layer <= -1000)
//return flat
current_layer = process_set + A.layer + current_layer / 1000
for(var/p in 1 to layers.len)
var/image/cmp = layers[p]
if(current_layer < layers[cmp])
layers.Insert(p, current)
break
layers[current] = current_layer
//sortTim(layers, /proc/cmp_image_layer_asc)
var/icon/add // Icon of overlay being added
// Current dimensions of flattened icon
var/list/flat_size = list(1, flat.Width(), 1, flat.Height())
// Dimensions of overlay being added
var/list/add_size[4]
for(var/image/I as anything in layers)
if(I.alpha == 0)
continue
if(I == copy) // 'I' is an /image based on the object being flattened.
curblend = BLEND_OVERLAY
add = icon(I.icon, I.icon_state, base_icon_dir)
else // 'I' is an appearance object.
add = getFlatIcon(image(I), curdir, curicon, curstate, curblend, FALSE, no_anim)
if(!add)
continue
// Find the new dimensions of the flat icon to fit the added overlay
add_size = list(
min(flatX1, I.pixel_x+1),
max(flatX2, I.pixel_x+add.Width()),
min(flatY1, I.pixel_y+1),
max(flatY2, I.pixel_y+add.Height())
)
if(flat_size ~! add_size)
// Resize the flattened icon so the new icon fits
flat.Crop(
addX1 - flatX1 + 1,
addY1 - flatY1 + 1,
addX2 - flatX1 + 1,
addY2 - flatY1 + 1
)
flat_size = add_size.Copy()
// Blend the overlay into the flattened icon
flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1)
if(A.color)
if(islist(A.color))
flat.MapColors(arglist(A.color))
else
flat.Blend(A.color, ICON_MULTIPLY)
if(A.alpha < 255)
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
if(no_anim)
//Clean up repeated frames
var/icon/cleaned = new /icon()
cleaned.Insert(flat, "", SOUTH, 1, 0)
. = cleaned
else
. = icon(flat, "", SOUTH)
else //There's no overlays.
if(!noIcon)
SET_SELF(.)
//Clear defines
#undef flatX1
#undef flatX2
#undef flatY1
#undef flatY2
#undef addX1
#undef addX2
#undef addY1
#undef addY2
#undef INDEX_X_LOW
#undef INDEX_X_HIGH
#undef INDEX_Y_LOW
#undef INDEX_Y_HIGH
#undef BLANK
#undef SET_SELF
/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
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.
//getFlatIcon but generates an icon that can face ALL four directions. The only four.
/proc/getCompoundIcon(atom/A)
var/icon/north = getFlatIcon(A,defdir=NORTH)
var/icon/south = getFlatIcon(A,defdir=SOUTH)
var/icon/east = getFlatIcon(A,defdir=EAST)
var/icon/west = getFlatIcon(A,defdir=WEST)
//Starts with a blank icon because of byond bugs.
var/icon/full = icon('icons/effects/effects.dmi', "icon_state"="nothing")
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/downloadImage(atom/A, dir)
var/icon/this_icon = getFlatIcon(A,defdir=dir)
usr << ftp(this_icon,"[A.name].png")
/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--
if(2) I.pixel_x++
if(3) I.pixel_y--
if(4) I.pixel_y++
overlays += I//And finally add the overlay.
/proc/getHologramIcon(icon/A, safety=1, no_color = FALSE)//If safety is on, a new icon is not created.
var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon.
/* VOREStation Removal - For AI Vore effects
if(!no_color)
flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
flat_icon.ChangeOpacity(0.5)//Make it half transparent.
*/ //VOREStation Removal End
var/icon/alpha_mask = new('icons/effects/effects.dmi', "scanline")//Scanline effect.
flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect.
return flat_icon
//For photo camera.
/proc/build_composite_icon(atom/A)
var/icon/composite = icon(A.icon, A.icon_state, A.dir, 1)
for(var/image/I as anything in A.overlays)
composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY)
return composite
GLOBAL_LIST_EMPTY(icon_state_lists)
/proc/cached_icon_states(var/icon/I)
if(!I)
return list()
var/key = I
var/returnlist = GLOB.icon_state_lists[key]
if(!returnlist)
returnlist = icon_states(I)
if(isfile(I)) // It's something that will stick around
GLOB.icon_state_lists[key] = returnlist
return returnlist
/proc/expire_states_cache(var/key)
if(GLOB.icon_state_lists[key])
GLOB.icon_state_lists -= key
return TRUE
return FALSE
GLOBAL_LIST_EMPTY(cached_examine_icons)
/proc/set_cached_examine_icon(var/atom/A, var/icon/I, var/expiry = 12000)
GLOB.cached_examine_icons[WEAKREF(A)] = I
if(expiry)
addtimer(CALLBACK(GLOBAL_PROC, .proc/uncache_examine_icon, WEAKREF(A)), expiry, TIMER_UNIQUE)
/proc/get_cached_examine_icon(var/atom/A)
var/datum/weakref/WR = WEAKREF(A)
return GLOB.cached_examine_icons[WR]
/proc/uncache_examine_icon(var/datum/weakref/WR)
GLOB.cached_examine_icons -= WR
/proc/adjust_brightness(var/color, var/value)
if (!color) return "#FFFFFF"
if (!value) return color
var/list/RGB = rgb2num(color)
RGB[1] = CLAMP(RGB[1]+value,0,255)
RGB[2] = CLAMP(RGB[2]+value,0,255)
RGB[3] = CLAMP(RGB[3]+value,0,255)
return rgb(RGB[1],RGB[2],RGB[3])
/proc/sort_atoms_by_layer(var/list/atoms)
// Comb sort icons based on levels
var/list/result = atoms.Copy()
var/gap = result.len
var/swapped = 1
while (gap > 1 || swapped)
swapped = 0
if(gap > 1)
gap = round(gap / 1.3) // 1.3 is the emperic comb sort coefficient
if(gap < 1)
gap = 1
for(var/i = 1; gap + i <= result.len; i++)
var/atom/l = result[i] //Fucking hate
var/atom/r = result[gap+i] //how lists work here
if(l.layer > r.layer) //no "result[i].layer" for me
result.Swap(i, gap + i)
swapped = 1
return result
/proc/gen_hud_image(var/file, var/person, var/state, var/plane)
var/image/img = image(file, person, state)
img.plane = plane //Thanks Byond.
img.layer = MOB_LAYER-0.2
img.appearance_flags = APPEARANCE_UI
return img
/**
* Animate a 'halo' around an object.
*
* This proc is not exactly cheap. You'd be well advised to set up many-loops rather than call this super-often. getCompoundIcon is
* mostly to blame for this. If Byond ever implements a way to get something's icon more 'gently' than this, do that instead.
*
* @param A This is the atom to put the halo on
* @param simple_icons If set to TRUE, will just perform a very basic icon and icon_state steal. DO USE when possible.
* @param color This is the color for the halo
* @param anim_duration This decides how fast (or slow) the animation plays
* @param offset Mysterious variable that determines size of the halo's gap from icon
* @param loops How many times the animation loops
* @param grow_to Relative to the size of the icon, how big the halo grows while fading (don't use negatives for inward halos, use < 1)
* @param pixel_scale If you'd like the halo to use pixel scale or the default 'fuzzy' scale
*/
/proc/animate_aura(var/atom/A, var/simple_icons, var/color = "#00FF22", var/anim_duration = 5, var/offset = 1, var/loops = 1, var/grow_to = 2, var/pixel_scale = FALSE)
ASSERT(A)
//Take a guess at this, if they didn't set it
if(isnull(simple_icons))
if(ismob(A))
simple_icons = FALSE
else
simple_icons = TRUE
//Get their icon
var/icon/hole
if(simple_icons)
hole = icon(A.icon, A.icon_state)
else
hole = getCompoundIcon(A)
hole.MapColors(0,0,0, 0,0,0, 0,0,0, 1,1,1) //White.
//Make a bigger version
var/icon/grower = new(hole)
var/orig_width = grower.Width()
var/orig_height = grower.Height()
var/end_width = orig_width+(offset*2)
var/end_height = orig_height+(offset*2)
var/half_diff_width = (end_width-orig_width)*0.5
var/half_diff_height = (end_height-orig_height)*0.5
//Make icon black
grower.SwapColor("#FFFFFF","#000000") //Black.
//Scale both icons big so we don't have to deal with low-pixel garbage issues
grower.Scale(orig_width*10,orig_height*10)
hole.Scale(orig_width*9,orig_height*9)
//Blend the hole in
grower.Blend(hole,ICON_OVERLAY, x = ((orig_width*10-orig_width*9)*0.5)+1, y = ((orig_height*10-orig_height*9)*0.5)+1)
//Swap white to zero alpha
grower.SwapColor("#FFFFFF","#00000000")
//Color it
grower.SwapColor("#000000",color)
//Scale it to final height
grower.Scale(end_width,end_height)
//Flick it onto them
var/image/img = image(grower,A)
if(pixel_scale)
img.appearance_flags |= PIXEL_SCALE
img.pixel_x = half_diff_width*-1
img.pixel_y = half_diff_height*-1
flick_overlay_view(img, A, anim_duration*loops, TRUE)
//Animate it growing
animate(img, alpha = 0, transform = matrix()*grow_to, time = anim_duration, loop = loops)
/// generates a filename for a given asset.
/// like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension)
/// used so that certain asset files dont have to be hashed twice
/proc/generate_and_hash_rsc_file(file, dmi_file_path)
var/rsc_ref = fcopy_rsc(file)
var/hash
//if we have a valid dmi file path we can trust md5'ing the rsc file because we know it doesnt have the bug described in http://www.byond.com/forum/post/2611357
if(dmi_file_path)
hash = md5(rsc_ref)
else //otherwise, we need to do the expensive fcopy() workaround
hash = md5asfile(rsc_ref)
return list(rsc_ref, hash, "asset.[hash]")
///given a text string, returns whether it is a valid dmi icons folder path
/proc/is_valid_dmi_file(icon_path)
if(!istext(icon_path) || !length(icon_path))
return FALSE
var/is_in_icon_folder = findtextEx(icon_path, "icons/")
var/is_dmi_file = findtextEx(icon_path, ".dmi")
if(is_in_icon_folder && is_dmi_file)
return TRUE
return FALSE
/// given an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path.
/// a weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc,
/// but stringifying rsc references returns a dmi file path
/// ONLY if that icon represents a completely unchanged dmi file from when the game was compiled.
/// so if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns ""
/proc/get_icon_dmi_path(icon/icon)
/// the dmi file path we attempt to return if the given object argument is associated with a stringifiable icon
/// if successful, this looks like "icons/path/to/dmi_file.dmi"
var/icon_path = ""
if(isatom(icon) || istype(icon, /image) || istype(icon, /mutable_appearance))
var/atom/atom_icon = icon
icon = atom_icon.icon
//atom icons compiled in from 'icons/path/to/dmi_file.dmi' are weird and not really icon objects that you generate with icon().
//if theyre unchanged dmi's then they're stringifiable to "icons/path/to/dmi_file.dmi"
if(isicon(icon) && isfile(icon))
//icons compiled in from 'icons/path/to/dmi_file.dmi' at compile time are weird and arent really /icon objects,
///but they pass both isicon() and isfile() checks. theyre the easiest case since stringifying them gives us the path we want
var/icon_ref = "\ref[icon]"
var/locate_icon_string = "[locate(icon_ref)]"
icon_path = locate_icon_string
else if(isicon(icon) && "[icon]" == "/icon")
// icon objects generated from icon() at runtime are icons, but they ARENT files themselves, they represent icon files.
// if the files they represent are compile time dmi files in the rsc, then
// the rsc reference returned by fcopy_rsc() will be stringifiable to "icons/path/to/dmi_file.dmi"
var/rsc_ref = fcopy_rsc(icon)
var/icon_ref = "\ref[rsc_ref]"
var/icon_path_string = "[locate(icon_ref)]"
icon_path = icon_path_string
else if(istext(icon))
var/rsc_ref = fcopy_rsc(icon)
//if its the text path of an existing dmi file, the rsc reference returned by fcopy_rsc() will be stringifiable to a dmi path
var/rsc_ref_ref = "\ref[rsc_ref]"
var/rsc_ref_string = "[locate(rsc_ref_ref)]"
icon_path = rsc_ref_string
if(is_valid_dmi_file(icon_path))
return icon_path
return FALSE
/**
* generate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target.
* Arguments:
* * thing - either a /icon object, or an object that has an appearance (atom, image, mutable_appearance).
* * target - either a reference to or a list of references to /client's or mobs with clients
* * icon_state - string to force a particular icon_state for the icon to be used
* * dir - dir number to force a particular direction for the icon to be used
* * frame - what frame of the icon_state's animation for the icon being used
* * moving - whether or not to use a moving state for the given icon
* * sourceonly - if TRUE, only generate the asset and send back the asset url, instead of tags that display the icon to players
* * extra_clases - string of extra css classes to use when returning the icon string
*/
/proc/icon2html(atom/thing, client/target, icon_state, dir = SOUTH, frame = 1, moving = FALSE, sourceonly = FALSE, extra_classes = null)
if (!thing)
return
//if(SSlag_switch.measures[DISABLE_USR_ICON2HTML] && usr && !HAS_TRAIT(usr, TRAIT_BYPASS_MEASURES))
//return
var/key
var/icon/icon2collapse = thing
if (!target)
return
if (target == world)
target = GLOB.clients
var/list/targets
if (!islist(target))
targets = list(target)
else
targets = target
if(!length(targets))
return
//check if the given object is associated with a dmi file in the icons folder. if it is then we dont need to do a lot of work
//for asset generation to get around byond limitations
var/icon_path = get_icon_dmi_path(thing)
if (!isicon(icon2collapse))
if (isfile(thing)) //special snowflake
//var/name = SANITIZE_FILENAME("[generate_asset_name(thing)].png")
var/name = "[generate_asset_name(thing)].png"
if (!SSassets.cache[name])
register_asset(name, thing)
for (var/thing2 in targets)
send_asset(thing2, name)
if(sourceonly)
return get_asset_url(name)
return "<img class='[extra_classes] icon icon-misc' src='[get_asset_url(name)]'>"
//its either an atom, image, or mutable_appearance, we want its icon var
icon2collapse = thing.icon
if (isnull(icon_state))
icon_state = thing.icon_state
//Despite casting to atom, this code path supports mutable appearances, so let's be nice to them
//if(isnull(icon_state) || (isatom(thing) && thing.flags_1 & HTML_USE_INITAL_ICON_1))
if(isnull(icon_state) || isatom(thing))
icon_state = initial(thing.icon_state)
if (isnull(dir))
dir = initial(thing.dir)
if (isnull(dir))
dir = thing.dir
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
var/icon/temp = icon2collapse
icon2collapse = icon()
icon2collapse.Insert(temp, dir = SOUTH)
dir = SOUTH
else
if (isnull(dir))
dir = SOUTH
if (isnull(icon_state))
icon_state = ""
icon2collapse = icon(icon2collapse, icon_state, dir, frame, moving)
var/list/name_and_ref = generate_and_hash_rsc_file(icon2collapse, icon_path)//pretend that tuples exist
var/rsc_ref = name_and_ref[1] //weird object thats not even readable to the debugger, represents a reference to the icons rsc entry
var/file_hash = name_and_ref[2]
key = "[name_and_ref[3]].png"
if(!SSassets.cache[key])
register_asset(key, rsc_ref, file_hash, icon_path)
for (var/client_target in targets)
send_asset(client_target, key)
if(sourceonly)
return get_asset_url(key)
return "<img class='[extra_classes] icon icon-[icon_state]' src='[get_asset_url(key)]'>"
//Costlier version of icon2html() that uses getFlatIcon() to account for overlays, underlays, etc. Use with extreme moderation, ESPECIALLY on mobs.
/proc/costly_icon2html(thing, target, sourceonly = FALSE)
if (!thing)
return
//if(SSlag_switch.measures[DISABLE_USR_ICON2HTML] && usr && !HAS_TRAIT(usr, TRAIT_BYPASS_MEASURES))
//return
if (isicon(thing))
return icon2html(thing, target)
var/icon/I = getFlatIcon(thing)
return icon2html(I, target, sourceonly = sourceonly)