mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
synced 2025-12-10 10:12:45 +00:00
686 lines
24 KiB
Plaintext
686 lines
24 KiB
Plaintext
#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87))
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/icon/proc/MakeLying()
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var/icon/I = new(src,dir=SOUTH)
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I.BecomeLying()
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return I
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/icon/proc/BecomeLying()
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Turn(90)
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Shift(SOUTH,6)
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Shift(EAST,1)
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// Multiply all alpha values by this float
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/icon/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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/icon/proc/GrayScale()
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MapColors(0.3,0.3,0.3, 0.59,0.59,0.59, 0.11,0.11,0.11, 0,0,0)
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/icon/proc/ColorTone(tone)
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GrayScale()
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var/list/TONE = rgb2num(tone)
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var/gray = round(TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11, 1)
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var/icon/upper = (255-gray) ? new(src) : null
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if(gray)
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MapColors(255/gray,0,0, 0,255/gray,0, 0,0,255/gray, 0,0,0)
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Blend(tone, ICON_MULTIPLY)
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else SetIntensity(0)
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if(255-gray)
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upper.Blend(rgb(gray,gray,gray), ICON_SUBTRACT)
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upper.MapColors((255-TONE[1])/(255-gray),0,0,0, 0,(255-TONE[2])/(255-gray),0,0, 0,0,(255-TONE[3])/(255-gray),0, 0,0,0,0, 0,0,0,1)
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Blend(upper, ICON_ADD)
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// Take the minimum color of two icons; combine transparency as if blending with ICON_ADD
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/icon/proc/MinColors(icon)
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var/icon/I = new(src)
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I.Opaque()
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I.Blend(icon, ICON_SUBTRACT)
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Blend(I, ICON_SUBTRACT)
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// Take the maximum color of two icons; combine opacity as if blending with ICON_OR
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/icon/proc/MaxColors(icon)
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var/icon/I
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if(isicon(icon))
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I = new(icon)
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else
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// solid color
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I = new(src)
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I.Blend("#000000", ICON_OVERLAY)
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I.SwapColor("#000000", null)
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I.Blend(icon, ICON_OVERLAY)
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var/icon/J = new(src)
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J.Opaque()
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I.Blend(J, ICON_SUBTRACT)
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Blend(I, ICON_OR)
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// make this icon fully opaque--transparent pixels become black
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/icon/proc/Opaque(background = "#000000")
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SwapColor(null, background)
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MapColors(1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,0, 0,0,0,1)
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// Change a grayscale icon into a white icon where the original color becomes the alpha
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// I.e., black -> transparent, gray -> translucent white, white -> solid white
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/icon/proc/BecomeAlphaMask()
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SwapColor(null, "#000000ff") // don't let transparent become gray
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MapColors(0,0,0,0.3, 0,0,0,0.59, 0,0,0,0.11, 0,0,0,0, 1,1,1,0)
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/icon/proc/UseAlphaMask(mask)
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Opaque()
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AddAlphaMask(mask)
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/icon/proc/AddAlphaMask(mask)
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var/icon/M = new(mask)
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M.Blend("#ffffff", ICON_SUBTRACT)
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// apply mask
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Blend(M, ICON_ADD)
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/proc/BlendRGB(rgb1, rgb2, amount)
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var/list/RGB1 = ReadRGB(rgb1) //CHOMPEdit - Better rgb blend
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var/list/RGB2 = ReadRGB(rgb2)
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// add missing alpha if needed
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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)
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var/b = round(RGB1[3] + (RGB2[3] - RGB1[3]) * amount, 1)
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var/alpha = usealpha ? round(RGB1[4] + (RGB2[4] - RGB1[4]) * amount, 1) : null
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return isnull(alpha) ? rgb(r, g, b) : rgb(r, g, b, alpha)
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// Ported from /tg/station
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// Creates a single icon from a given /atom or /image. Only the first argument is required.
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/proc/getFlatIcon(image/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE)
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//Define... defines.
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var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing")
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#define BLANK icon(flat_template)
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#define SET_SELF(SETVAR) do { \
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var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null); \
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if(A.alpha<255) { \
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SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);\
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} \
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if(A.color) { \
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if(islist(A.color)){ \
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SELF_ICON.MapColors(arglist(A.color))} \
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else{ \
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SELF_ICON.Blend(A.color,ICON_MULTIPLY)} \
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} \
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##SETVAR=SELF_ICON;\
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} while (0)
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#define INDEX_X_LOW 1
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#define INDEX_X_HIGH 2
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#define INDEX_Y_LOW 3
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#define INDEX_Y_HIGH 4
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#define flatX1 flat_size[INDEX_X_LOW]
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#define flatX2 flat_size[INDEX_X_HIGH]
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#define flatY1 flat_size[INDEX_Y_LOW]
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#define flatY2 flat_size[INDEX_Y_HIGH]
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#define addX1 add_size[INDEX_X_LOW]
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#define addX2 add_size[INDEX_X_HIGH]
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#define addY1 add_size[INDEX_Y_LOW]
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#define addY2 add_size[INDEX_Y_HIGH]
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if(!A || A.alpha <= 0)
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return BLANK
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var/noIcon = FALSE
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if(start)
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if(!defdir)
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defdir = A.dir
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if(!deficon)
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deficon = A.icon
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if(!defstate)
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defstate = A.icon_state
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if(!defblend)
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defblend = A.blend_mode
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var/curicon = A.icon || deficon
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var/curstate = A.icon_state || defstate
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if(!((noIcon = (!curicon))))
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var/curstates = cached_icon_states(curicon)
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if(!(curstate in curstates))
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if("" in curstates)
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curstate = ""
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else
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noIcon = TRUE // Do not render this object.
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var/curdir
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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
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// Use the requested dir or the atom's current dir
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curdir = defdir || A.dir
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//Try to remove/optimize this section ASAP, CPU hog. //Slightly mitigated by implementing caching using cached_icon_states
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//Determines if there's directionals.
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if(!noIcon && curdir != SOUTH)
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var/exist = FALSE
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var/static/list/checkdirs = list(NORTH, EAST, WEST)
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for(var/i in checkdirs) //Not using GLOB for a reason.
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if(length(cached_icon_states(icon(curicon, curstate, i))))
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exist = TRUE
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break
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if(!exist)
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base_icon_dir = SOUTH
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//
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if(!base_icon_dir)
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base_icon_dir = curdir
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ASSERT(!BLEND_DEFAULT) //I might just be stupid but lets make sure this define is 0.
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var/curblend = A.blend_mode || defblend
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if(A.overlays.len || A.underlays.len)
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var/icon/flat = BLANK
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// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
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var/list/layers = list()
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var/image/copy
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// Add the atom's icon itself, without pixel_x/y offsets.
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if(!noIcon)
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copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=base_icon_dir)
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copy.color = A.color
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copy.alpha = A.alpha
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copy.blend_mode = curblend
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layers[copy] = A.layer
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// Loop through the underlays, then overlays, sorting them into the layers list
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for(var/process_set in 0 to 1)
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var/list/process = process_set? A.overlays : A.underlays
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for(var/i in 1 to process.len)
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var/image/current = process[i]
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if(!current)
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continue
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if(current.plane != FLOAT_PLANE && current.plane != A.plane)
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continue
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var/current_layer = current.layer
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if(current_layer < 0)
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//if(current_layer <= -1000)
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//return flat
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current_layer = process_set + A.layer + current_layer / 1000
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for(var/p in 1 to layers.len)
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var/image/cmp = layers[p]
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if(current_layer < layers[cmp])
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layers.Insert(p, current)
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break
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layers[current] = current_layer
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//sortTim(layers, /proc/cmp_image_layer_asc)
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var/icon/add // Icon of overlay being added
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// Current dimensions of flattened icon
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var/list/flat_size = list(1, flat.Width(), 1, flat.Height())
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// Dimensions of overlay being added
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var/list/add_size[4]
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for(var/image/I as anything in layers)
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if(I.alpha == 0)
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continue
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if(I == copy) // 'I' is an /image based on the object being flattened.
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curblend = BLEND_OVERLAY
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add = icon(I.icon, I.icon_state, base_icon_dir)
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else // 'I' is an appearance object.
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add = getFlatIcon(image(I), curdir, curicon, curstate, curblend, FALSE, no_anim)
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if(!add)
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continue
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// Find the new dimensions of the flat icon to fit the added overlay
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add_size = list(
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min(flatX1, I.pixel_x+1),
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max(flatX2, I.pixel_x+add.Width()),
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min(flatY1, I.pixel_y+1),
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max(flatY2, I.pixel_y+add.Height())
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)
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if(flat_size ~! add_size)
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// Resize the flattened icon so the new icon fits
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flat.Crop(
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addX1 - flatX1 + 1,
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addY1 - flatY1 + 1,
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addX2 - flatX1 + 1,
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addY2 - flatY1 + 1
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)
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flat_size = add_size.Copy()
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// Blend the overlay into the flattened icon
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flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1)
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if(A.color)
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if(islist(A.color))
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flat.MapColors(arglist(A.color))
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else
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flat.Blend(A.color, ICON_MULTIPLY)
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if(A.alpha < 255)
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flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
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if(no_anim)
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//Clean up repeated frames
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var/icon/cleaned = new /icon()
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cleaned.Insert(flat, "", SOUTH, 1, 0)
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. = cleaned
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else
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. = icon(flat, "", SOUTH)
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else //There's no overlays.
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if(!noIcon)
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SET_SELF(.)
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//Clear defines
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#undef flatX1
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#undef flatX2
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#undef flatY1
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#undef flatY2
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#undef addX1
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#undef addX2
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#undef addY1
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#undef addY2
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#undef INDEX_X_LOW
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#undef INDEX_X_HIGH
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#undef INDEX_Y_LOW
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#undef INDEX_Y_HIGH
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#undef BLANK
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#undef SET_SELF
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/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
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var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
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for(var/I in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
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if(I:layer>A.layer) continue//If layer is greater than what we need, skip it.
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var/icon/image_overlay = new(I:icon,I:icon_state)//Blend only works with icon objects.
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//Also, icons cannot directly set icon_state. Slower than changing variables but whatever.
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alpha_mask.Blend(image_overlay,ICON_OR)//OR so they are lumped together in a nice overlay.
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return alpha_mask//And now return the mask.
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//getFlatIcon but generates an icon that can face ALL four directions. The only four.
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/proc/getCompoundIcon(atom/A)
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var/icon/north = getFlatIcon(A,defdir=NORTH)
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var/icon/south = getFlatIcon(A,defdir=SOUTH)
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var/icon/east = getFlatIcon(A,defdir=EAST)
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var/icon/west = getFlatIcon(A,defdir=WEST)
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//Starts with a blank icon because of byond bugs.
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var/icon/full = icon('icons/effects/effects.dmi', "icon_state"="nothing")
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full.Insert(north,dir=NORTH)
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full.Insert(south,dir=SOUTH)
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full.Insert(east,dir=EAST)
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full.Insert(west,dir=WEST)
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qdel(north)
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qdel(south)
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qdel(east)
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qdel(west)
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return full
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/proc/downloadImage(atom/A, dir)
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var/icon/this_icon = getFlatIcon(A,defdir=dir)
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usr << ftp(this_icon,"[A.name].png")
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/mob/proc/AddCamoOverlay(atom/A)//A is the atom which we are using as the overlay.
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var/icon/opacity_icon = new(A.icon, A.icon_state)//Don't really care for overlays/underlays.
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//Now we need to culculate overlays+underlays and add them together to form an image for a mask.
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//var/icon/alpha_mask = getFlatIcon(src)//Accurate but SLOW. Not designed for running each tick. Could have other uses I guess.
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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.
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opacity_icon.AddAlphaMask(alpha_mask)//Likely the main source of lag for this proc. Probably not designed to run each tick.
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opacity_icon.ChangeOpacity(0.4)//Front end for MapColors so it's fast. 0.5 means half opacity and looks the best in my opinion.
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for(var/i=0,i<5,i++)//And now we add it as overlays. It's faster than creating an icon and then merging it.
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var/image/I = image("icon" = opacity_icon, "icon_state" = A.icon_state, "layer" = layer+0.8)//So it's above other stuff but below weapons and the like.
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switch(i)//Now to determine offset so the result is somewhat blurred.
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if(1) I.pixel_x--
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if(2) I.pixel_x++
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if(3) I.pixel_y--
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if(4) I.pixel_y++
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overlays += I//And finally add the overlay.
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/proc/getHologramIcon(icon/A, safety=1, no_color = FALSE)//If safety is on, a new icon is not created.
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var/icon/flat_icon = safety ? A : new(A)//Has to be a new icon to not constantly change the same icon.
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/* VOREStation Removal - For AI Vore effects
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if(!no_color)
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flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
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flat_icon.ChangeOpacity(0.5)//Make it half transparent.
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*/ //VOREStation Removal End
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var/icon/alpha_mask = new('icons/effects/effects.dmi', "scanline")//Scanline effect.
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flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect.
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return flat_icon
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//For photo camera.
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/proc/build_composite_icon(atom/A)
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var/icon/composite = icon(A.icon, A.icon_state, A.dir, 1)
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for(var/image/I as anything in A.overlays)
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composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY)
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return composite
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GLOBAL_LIST_EMPTY(icon_state_lists)
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/proc/cached_icon_states(var/icon/I)
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if(!I)
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return list()
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var/key = I
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var/returnlist = GLOB.icon_state_lists[key]
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if(!returnlist)
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returnlist = icon_states(I)
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if(isfile(I)) // It's something that will stick around
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GLOB.icon_state_lists[key] = returnlist
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return returnlist
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/proc/expire_states_cache(var/key)
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if(GLOB.icon_state_lists[key])
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GLOB.icon_state_lists -= key
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return TRUE
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return FALSE
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GLOBAL_LIST_EMPTY(cached_examine_icons)
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/proc/set_cached_examine_icon(var/atom/A, var/icon/I, var/expiry = 12000)
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GLOB.cached_examine_icons[WEAKREF(A)] = I
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if(expiry)
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addtimer(CALLBACK(GLOBAL_PROC, .proc/uncache_examine_icon, WEAKREF(A)), expiry, TIMER_UNIQUE)
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/proc/get_cached_examine_icon(var/atom/A)
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var/datum/weakref/WR = WEAKREF(A)
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return GLOB.cached_examine_icons[WR]
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/proc/uncache_examine_icon(var/datum/weakref/WR)
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GLOB.cached_examine_icons -= WR
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/proc/adjust_brightness(var/color, var/value)
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if (!color) return "#FFFFFF"
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if (!value) return color
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var/list/RGB = rgb2num(color)
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RGB[1] = CLAMP(RGB[1]+value,0,255)
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RGB[2] = CLAMP(RGB[2]+value,0,255)
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RGB[3] = CLAMP(RGB[3]+value,0,255)
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return rgb(RGB[1],RGB[2],RGB[3])
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/proc/sort_atoms_by_layer(var/list/atoms)
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// Comb sort icons based on levels
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var/list/result = atoms.Copy()
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var/gap = result.len
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var/swapped = 1
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while (gap > 1 || swapped)
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swapped = 0
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if(gap > 1)
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gap = round(gap / 1.3) // 1.3 is the emperic comb sort coefficient
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if(gap < 1)
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gap = 1
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for(var/i = 1; gap + i <= result.len; i++)
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var/atom/l = result[i] //Fucking hate
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var/atom/r = result[gap+i] //how lists work here
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if(l.layer > r.layer) //no "result[i].layer" for me
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result.Swap(i, gap + i)
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swapped = 1
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return result
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/proc/gen_hud_image(var/file, var/person, var/state, var/plane)
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var/image/img = image(file, person, state)
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img.plane = plane //Thanks Byond.
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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)
|