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856 lines
30 KiB
Plaintext
856 lines
30 KiB
Plaintext
/*
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IconProcs README
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A BYOND library for manipulating icons and colors
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by Lummox JR
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version 1.0
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The IconProcs library was made to make a lot of common icon operations much easier. BYOND's icon manipulation
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routines are very capable but some of the advanced capabilities like using alpha transparency can be unintuitive to beginners.
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CHANGING ICONS
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Several new procs have been added to the /icon datum to simplify working with icons. To use them,
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remember you first need to setup an /icon var like so:
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var/icon/my_icon = new('iconfile.dmi')
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icon/ChangeOpacity(amount = 1)
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A very common operation in DM is to try to make an icon more or less transparent. Making an icon more
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transparent is usually much easier than making it less so, however. This proc basically is a frontend
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for MapColors() which can change opacity any way you like, in much the same way that SetIntensity()
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can make an icon lighter or darker. If amount is 0.5, the opacity of the icon will be cut in half.
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If amount is 2, opacity is doubled and anything more than half-opaque will become fully opaque.
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icon/GrayScale()
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Converts the icon to grayscale instead of a fully colored icon. Alpha values are left intact.
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icon/ColorTone(tone)
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Similar to GrayScale(), this proc converts the icon to a range of black -> tone -> white, where tone is an
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RGB color (its alpha is ignored). This can be used to create a sepia tone or similar effect.
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See also the global ColorTone() proc.
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icon/MinColors(icon)
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The icon is blended with a second icon where the minimum of each RGB pixel is the result.
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Transparency may increase, as if the icons were blended with ICON_ADD. You may supply a color in place of an icon.
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icon/MaxColors(icon)
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The icon is blended with a second icon where the maximum of each RGB pixel is the result.
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Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon.
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icon/Opaque(background = "#000000")
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All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify.
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icon/BecomeAlphaMask()
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You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc.
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The black parts become transparent, the white parts stay white, and anything in between becomes a translucent shade of white.
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icon/AddAlphaMask(mask)
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The alpha values of the mask icon will be blended with the current icon. Anywhere the mask is opaque,
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the current icon is untouched. Anywhere the mask is transparent, the current icon becomes transparent.
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Where the mask is translucent, the current icon becomes more transparent.
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icon/UseAlphaMask(mask, mode)
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Sometimes you may want to take the alpha values from one icon and use them on a different icon.
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This proc will do that. Just supply the icon whose alpha mask you want to use, and src will change
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so it has the same colors as before but uses the mask for opacity.
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COLOR MANAGEMENT AND HSV
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RGB isn't the only way to represent color. Sometimes it's more useful to work with a model called HSV, which stands for hue, saturation, and value.
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* The hue of a color describes where it is along the color wheel. It goes from red to yellow to green to
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cyan to blue to magenta and back to red.
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* The saturation of a color is how much color is in it. A color with low saturation will be more gray,
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and with no saturation at all it is a shade of gray.
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* The value of a color determines how bright it is. A high-value color is vivid, moderate value is dark,
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and no value at all is black.
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Just as BYOND uses "#rrggbb" to represent RGB values, a similar format is used for HSV: "#hhhssvv". The hue is three
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hex digits because it ranges from 0 to 0x5FF.
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* 0 to 0xFF - red to yellow
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* 0x100 to 0x1FF - yellow to green
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* 0x200 to 0x2FF - green to cyan
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* 0x300 to 0x3FF - cyan to blue
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* 0x400 to 0x4FF - blue to magenta
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* 0x500 to 0x5FF - magenta to red
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Knowing this, you can figure out that red is "#000ffff" in HSV format, which is hue 0 (red), saturation 255 (as colorful as possible),
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value 255 (as bright as possible). Green is "#200ffff" and blue is "#400ffff".
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More than one HSV color can match the same RGB color.
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Here are some procs you can use for color management:
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ReadRGB(rgb)
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Takes an RGB string like "#ffaa55" and converts it to a list such as list(255,170,85). If an RGBA format is used
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that includes alpha, the list will have a fourth item for the alpha value.
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hsv(hue, sat, val, apha)
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Counterpart to rgb(), this takes the values you input and converts them to a string in "#hhhssvv" or "#hhhssvvaa"
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format. Alpha is not included in the result if null.
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ReadHSV(rgb)
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Takes an HSV string like "#100FF80" and converts it to a list such as list(256,255,128). If an HSVA format is used that
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includes alpha, the list will have a fourth item for the alpha value.
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RGBtoHSV(rgb)
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Takes an RGB or RGBA string like "#ffaa55" and converts it into an HSV or HSVA color such as "#080aaff".
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HSVtoRGB(hsv)
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Takes an HSV or HSVA string like "#080aaff" and converts it into an RGB or RGBA color such as "#ff55aa".
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BlendRGB(rgb1, rgb2, amount)
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Blends between two RGB or RGBA colors using regular RGB blending. If amount is 0, the first color is the result;
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if 1, the second color is the result. 0.5 produces an average of the two. Values outside the 0 to 1 range are allowed as well.
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The returned value is an RGB or RGBA color.
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BlendHSV(hsv1, hsv2, amount)
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Blends between two HSV or HSVA colors using HSV blending, which tends to produce nicer results than regular RGB
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blending because the brightness of the color is left intact. If amount is 0, the first color is the result; if 1,
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the second color is the result. 0.5 produces an average of the two. Values outside the 0 to 1 range are allowed as well.
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The returned value is an HSV or HSVA color.
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BlendRGBasHSV(rgb1, rgb2, amount)
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Like BlendHSV(), but the colors used and the return value are RGB or RGBA colors. The blending is done in HSV form.
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HueToAngle(hue)
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Converts a hue to an angle range of 0 to 360. Angle 0 is red, 120 is green, and 240 is blue.
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AngleToHue(hue)
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Converts an angle to a hue in the valid range.
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RotateHue(hsv, angle)
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Takes an HSV or HSVA value and rotates the hue forward through red, green, and blue by an angle from 0 to 360.
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(Rotating red by 60<36> produces yellow.) The result is another HSV or HSVA color with the same saturation and value
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as the original, but a different hue.
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GrayScale(rgb)
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Takes an RGB or RGBA color and converts it to grayscale. Returns an RGB or RGBA string.
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ColorTone(rgb, tone)
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Similar to GrayScale(), this proc converts an RGB or RGBA color to a range of black -> tone -> white instead of
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using strict shades of gray. The tone value is an RGB color; any alpha value is ignored.
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*/
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/*
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Get Flat Icon DEMO by DarkCampainger
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This is a test for the get flat icon proc, modified approprietly for icons and their states.
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Probably not a good idea to run this unless you want to see how the proc works in detail.
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mob
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icon = 'old_or_unused.dmi'
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icon_state = "green"
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Login()
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// Testing image underlays
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underlays += image(icon='old_or_unused.dmi',icon_state="red")
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underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = 32)
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underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = -32)
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// Testing image overlays
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overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = -32)
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overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = 32)
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overlays += image(icon='old_or_unused.dmi',icon_state="green", pixel_x = -32, pixel_y = -32)
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// Testing icon file overlays (defaults to mob's state)
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overlays += '_flat_demoIcons2.dmi'
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// Testing icon_state overlays (defaults to mob's icon)
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overlays += "white"
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// Testing dynamic icon overlays
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var/icon/I = icon('old_or_unused.dmi', icon_state="aqua")
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I.Shift(NORTH,16,1)
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overlays+=I
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// Testing dynamic image overlays
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I=image(icon=I,pixel_x = -32, pixel_y = 32)
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overlays+=I
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// Testing object types (and layers)
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overlays+=/obj/effect/overlayTest
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loc = locate (10,10,1)
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verb
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Browse_Icon()
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set name = "1. Browse Icon"
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// Give it a name for the cache
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var/iconName = "[ckey(src.name)]_flattened.dmi"
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// Send the icon to src's local cache
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src<<browse_rsc(getFlatIcon(src), iconName)
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// Display the icon in their browser
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src<<browse("<body bgcolor='#000000'><p><img src='[iconName]'></p></body>")
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Output_Icon()
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set name = "2. Output Icon"
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src<<"Icon is: \icon[getFlatIcon(src)]"
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Label_Icon()
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set name = "3. Label Icon"
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// Give it a name for the cache
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var/iconName = "[ckey(src.name)]_flattened.dmi"
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// Copy the file to the rsc manually
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var/icon/I = fcopy_rsc(getFlatIcon(src))
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// Send the icon to src's local cache
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src<<browse_rsc(I, iconName)
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// Update the label to show it
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winset(src,"imageLabel","image='\ref[I]'");
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Add_Overlay()
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set name = "4. Add Overlay"
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overlays += image(icon='old_or_unused.dmi',icon_state="yellow",pixel_x = rand(-64,32), pixel_y = rand(-64,32))
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Stress_Test()
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set name = "5. Stress Test"
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for(var/i = 0 to 1000)
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// The third parameter forces it to generate a new one, even if it's already cached
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getFlatIcon(src,0,2)
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if(prob(5))
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Add_Overlay()
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Browse_Icon()
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Cache_Test()
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set name = "6. Cache Test"
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for(var/i = 0 to 1000)
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getFlatIcon(src)
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Browse_Icon()
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obj/effect/overlayTest
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icon = 'old_or_unused.dmi'
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icon_state = "blue"
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pixel_x = -24
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pixel_y = 24
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layer = TURF_LAYER // Should appear below the rest of the overlays
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world
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view = "7x7"
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maxx = 20
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maxy = 20
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maxz = 1
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*/
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#define TO_HEX_DIGIT(n) ascii2text((n&15) + ((n&15)<10 ? 48 : 87))
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icon
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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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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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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)
|
||
if(!rgb) return "#0000000"
|
||
var/list/RGB = ReadRGB(rgb)
|
||
if(!RGB) return "#0000000"
|
||
|
||
var/r = RGB[1]
|
||
var/g = RGB[2]
|
||
var/b = RGB[3]
|
||
var/hi = max(r,g,b)
|
||
var/lo = min(r,g,b)
|
||
|
||
var/val = hi
|
||
var/sat = hi ? round((hi-lo) * 255 / hi, 1) : 0
|
||
var/hue = 0
|
||
|
||
if(sat)
|
||
var/dir
|
||
var/mid
|
||
if(hi == r)
|
||
if(lo == b) {hue=0; dir=1; mid=g}
|
||
else {hue=1535; dir=-1; mid=b}
|
||
else if(hi == g)
|
||
if(lo == r) {hue=512; dir=1; mid=b}
|
||
else {hue=511; dir=-1; mid=r}
|
||
else if(hi == b)
|
||
if(lo == g) {hue=1024; dir=1; mid=r}
|
||
else {hue=1023; dir=-1; mid=g}
|
||
hue += dir * round((mid-lo) * 255 / (hi-lo), 1)
|
||
|
||
return hsv(hue, sat, val, (RGB.len>3 ? RGB[4] : null))
|
||
|
||
proc/hsv(hue, sat, val, alpha)
|
||
if(hue < 0 || hue >= 1536) hue %= 1536
|
||
if(hue < 0) hue += 1536
|
||
if((hue & 0xFF) == 0xFF)
|
||
++hue
|
||
if(hue >= 1536) hue = 0
|
||
if(sat < 0) sat = 0
|
||
if(sat > 255) sat = 255
|
||
if(val < 0) val = 0
|
||
if(val > 255) val = 255
|
||
. = "#"
|
||
. += TO_HEX_DIGIT(hue >> 8)
|
||
. += TO_HEX_DIGIT(hue >> 4)
|
||
. += TO_HEX_DIGIT(hue)
|
||
. += TO_HEX_DIGIT(sat >> 4)
|
||
. += TO_HEX_DIGIT(sat)
|
||
. += TO_HEX_DIGIT(val >> 4)
|
||
. += TO_HEX_DIGIT(val)
|
||
if(!isnull(alpha))
|
||
if(alpha < 0) alpha = 0
|
||
if(alpha > 255) alpha = 255
|
||
. += TO_HEX_DIGIT(alpha >> 4)
|
||
. += TO_HEX_DIGIT(alpha)
|
||
|
||
/*
|
||
Smooth blend between HSV colors
|
||
|
||
amount=0 is the first color
|
||
amount=1 is the second color
|
||
amount=0.5 is directly between the two colors
|
||
|
||
amount<0 or amount>1 are allowed
|
||
*/
|
||
proc/BlendHSV(hsv1, hsv2, amount)
|
||
var/list/HSV1 = ReadHSV(hsv1)
|
||
var/list/HSV2 = ReadHSV(hsv2)
|
||
|
||
// add missing alpha if needed
|
||
if(HSV1.len < HSV2.len) HSV1 += 255
|
||
else if(HSV2.len < HSV1.len) HSV2 += 255
|
||
var/usealpha = HSV1.len > 3
|
||
|
||
// normalize hsv values in case anything is screwy
|
||
if(HSV1[1] > 1536) HSV1[1] %= 1536
|
||
if(HSV2[1] > 1536) HSV2[1] %= 1536
|
||
if(HSV1[1] < 0) HSV1[1] += 1536
|
||
if(HSV2[1] < 0) HSV2[1] += 1536
|
||
if(!HSV1[3]) {HSV1[1] = 0; HSV1[2] = 0}
|
||
if(!HSV2[3]) {HSV2[1] = 0; HSV2[2] = 0}
|
||
|
||
// no value for one color means don't change saturation
|
||
if(!HSV1[3]) HSV1[2] = HSV2[2]
|
||
if(!HSV2[3]) HSV2[2] = HSV1[2]
|
||
// no saturation for one color means don't change hues
|
||
if(!HSV1[2]) HSV1[1] = HSV2[1]
|
||
if(!HSV2[2]) HSV2[1] = HSV1[1]
|
||
|
||
// Compress hues into easier-to-manage range
|
||
HSV1[1] -= HSV1[1] >> 8
|
||
HSV2[1] -= HSV2[1] >> 8
|
||
|
||
var/hue_diff = HSV2[1] - HSV1[1]
|
||
if(hue_diff > 765) hue_diff -= 1530
|
||
else if(hue_diff <= -765) hue_diff += 1530
|
||
|
||
var/hue = round(HSV1[1] + hue_diff * amount, 1)
|
||
var/sat = round(HSV1[2] + (HSV2[2] - HSV1[2]) * amount, 1)
|
||
var/val = round(HSV1[3] + (HSV2[3] - HSV1[3]) * amount, 1)
|
||
var/alpha = usealpha ? round(HSV1[4] + (HSV2[4] - HSV1[4]) * amount, 1) : null
|
||
|
||
// normalize hue
|
||
if(hue < 0 || hue >= 1530) hue %= 1530
|
||
if(hue < 0) hue += 1530
|
||
// decompress hue
|
||
hue += round(hue / 255)
|
||
|
||
return hsv(hue, sat, val, alpha)
|
||
|
||
/*
|
||
Smooth blend between RGB colors
|
||
|
||
amount=0 is the first color
|
||
amount=1 is the second color
|
||
amount=0.5 is directly between the two colors
|
||
|
||
amount<0 or amount>1 are allowed
|
||
*/
|
||
proc/BlendRGB(rgb1, rgb2, amount)
|
||
var/list/RGB1 = ReadRGB(rgb1)
|
||
var/list/RGB2 = ReadRGB(rgb2)
|
||
|
||
// add missing alpha if needed
|
||
if(RGB1.len < RGB2.len) RGB1 += 255
|
||
else if(RGB2.len < RGB1.len) RGB2 += 255
|
||
var/usealpha = RGB1.len > 3
|
||
|
||
var/r = round(RGB1[1] + (RGB2[1] - RGB1[1]) * amount, 1)
|
||
var/g = round(RGB1[2] + (RGB2[2] - RGB1[2]) * amount, 1)
|
||
var/b = round(RGB1[3] + (RGB2[3] - RGB1[3]) * amount, 1)
|
||
var/alpha = usealpha ? round(RGB1[4] + (RGB2[4] - RGB1[4]) * amount, 1) : null
|
||
|
||
return isnull(alpha) ? rgb(r, g, b) : rgb(r, g, b, alpha)
|
||
|
||
proc/BlendRGBasHSV(rgb1, rgb2, amount)
|
||
return HSVtoRGB(RGBtoHSV(rgb1), RGBtoHSV(rgb2), amount)
|
||
|
||
proc/HueToAngle(hue)
|
||
// normalize hsv in case anything is screwy
|
||
if(hue < 0 || hue >= 1536) hue %= 1536
|
||
if(hue < 0) hue += 1536
|
||
// Compress hue into easier-to-manage range
|
||
hue -= hue >> 8
|
||
return hue / (1530/360)
|
||
|
||
proc/AngleToHue(angle)
|
||
// normalize hsv in case anything is screwy
|
||
if(angle < 0 || angle >= 360) angle -= 360 * round(angle / 360)
|
||
var/hue = angle * (1530/360)
|
||
// Decompress hue
|
||
hue += round(hue / 255)
|
||
return hue
|
||
|
||
|
||
// positive angle rotates forward through red->green->blue
|
||
proc/RotateHue(hsv, angle)
|
||
var/list/HSV = ReadHSV(hsv)
|
||
|
||
// normalize hsv in case anything is screwy
|
||
if(HSV[1] >= 1536) HSV[1] %= 1536
|
||
if(HSV[1] < 0) HSV[1] += 1536
|
||
|
||
// Compress hue into easier-to-manage range
|
||
HSV[1] -= HSV[1] >> 8
|
||
|
||
if(angle < 0 || angle >= 360) angle -= 360 * round(angle / 360)
|
||
HSV[1] = round(HSV[1] + angle * (1530/360), 1)
|
||
|
||
// normalize hue
|
||
if(HSV[1] < 0 || HSV[1] >= 1530) HSV[1] %= 1530
|
||
if(HSV[1] < 0) HSV[1] += 1530
|
||
// decompress hue
|
||
HSV[1] += round(HSV[1] / 255)
|
||
|
||
return hsv(HSV[1], HSV[2], HSV[3], (HSV.len > 3 ? HSV[4] : null))
|
||
|
||
// Convert an rgb color to grayscale
|
||
proc/GrayScale(rgb)
|
||
var/list/RGB = ReadRGB(rgb)
|
||
var/gray = RGB[1]*0.3 + RGB[2]*0.59 + RGB[3]*0.11
|
||
return (RGB.len > 3) ? rgb(gray, gray, gray, RGB[4]) : rgb(gray, gray, gray)
|
||
|
||
// Change grayscale color to black->tone->white range
|
||
proc/ColorTone(rgb, tone)
|
||
var/list/RGB = ReadRGB(rgb)
|
||
var/list/TONE = ReadRGB(tone)
|
||
|
||
var/gray = RGB[1]*0.3 + RGB[2]*0.59 + RGB[3]*0.11
|
||
var/tone_gray = TONE[1]*0.3 + TONE[2]*0.59 + TONE[3]*0.11
|
||
|
||
if(gray <= tone_gray) return BlendRGB("#000000", tone, gray/(tone_gray || 1))
|
||
else return BlendRGB(tone, "#ffffff", (gray-tone_gray)/((255-tone_gray) || 1))
|
||
|
||
|
||
/*
|
||
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.
|
||
*/
|
||
|
||
proc // Creates a single icon from a given /atom or /image. Only the first argument is required.
|
||
getFlatIcon(image/A, defdir=2, deficon=null, defstate="", defblend=BLEND_DEFAULT)
|
||
// We start with a blank canvas, otherwise some icon procs crash silently
|
||
var/icon/flat = icon('icons/effects/effects.dmi', "icon_state"="nothing") // Final flattened icon
|
||
if(!A)
|
||
return flat
|
||
if(A.alpha <= 0)
|
||
return flat
|
||
var/noIcon = FALSE
|
||
|
||
var/curicon
|
||
if(A.icon)
|
||
curicon = A.icon
|
||
else
|
||
curicon = deficon
|
||
|
||
if(!curicon)
|
||
noIcon = TRUE // Do not render this object.
|
||
|
||
var/curstate
|
||
if(A.icon_state)
|
||
curstate = A.icon_state
|
||
else
|
||
curstate = defstate
|
||
|
||
if(!noIcon && !(curstate in icon_states(curicon)))
|
||
if("" in icon_states(curicon))
|
||
curstate = ""
|
||
else
|
||
noIcon = TRUE // Do not render this object.
|
||
|
||
var/curdir
|
||
if(A.dir != 2)
|
||
curdir = A.dir
|
||
else
|
||
curdir = defdir
|
||
|
||
var/curblend
|
||
if(A.blend_mode == BLEND_DEFAULT)
|
||
curblend = defblend
|
||
else
|
||
curblend = A.blend_mode
|
||
|
||
// 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=curdir)
|
||
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
|
||
var/list/process = A.underlays // Current list being processed
|
||
var/pSet=0 // Which list is being processed: 0 = underlays, 1 = overlays
|
||
var/curIndex=1 // index of 'current' in list being processed
|
||
var/current // Current overlay being sorted
|
||
var/currentLayer // Calculated layer that overlay appears on (special case for FLOAT_LAYER)
|
||
var/compare // The overlay 'add' is being compared against
|
||
var/cmpIndex // The index in the layers list of 'compare'
|
||
while(TRUE)
|
||
if(curIndex<=process.len)
|
||
current = process[curIndex]
|
||
if(current)
|
||
currentLayer = current:layer
|
||
if(currentLayer<0) // Special case for FLY_LAYER
|
||
if(currentLayer <= -1000) return flat
|
||
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++
|
||
else if(pSet == 0) // Switch to overlays
|
||
curIndex = 1
|
||
pSet = 1
|
||
process = A.overlays
|
||
else // All done
|
||
break
|
||
|
||
var/icon/add // Icon of overlay being added
|
||
|
||
// Current dimensions of flattened icon
|
||
var/{flatX1=1;flatX2=flat.Width();flatY1=1;flatY2=flat.Height()}
|
||
// Dimensions of overlay being added
|
||
var/{addX1;addX2;addY1;addY2}
|
||
|
||
for(var/I 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, I:dir)
|
||
// This checks for a silent failure mode of the icon routine. If the requested dir
|
||
// doesn't exist in this icon state it returns a 32x32 icon with 0 alpha.
|
||
if (I:dir != SOUTH && add.Width() == 32 && add.Height() == 32)
|
||
// Check every pixel for blank (computationally expensive, but the process is limited
|
||
// by the amount of film on the station, only happens when we hit something that's
|
||
// turned, and bails at the very first pixel it sees.
|
||
var/blankpixel;
|
||
for(var/y;y<=32;y++)
|
||
for(var/x;x<32;x++)
|
||
blankpixel = isnull(add.GetPixel(x,y))
|
||
if(!blankpixel)
|
||
break
|
||
if(!blankpixel)
|
||
break
|
||
// If we ALWAYS returned a null (which happens when GetPixel encounters something with alpha 0)
|
||
if (blankpixel)
|
||
// Pull the default direction.
|
||
add = icon(I:icon, I:icon_state)
|
||
else // 'I' is an appearance object.
|
||
add = getFlatIcon(new/image(I), curdir, curicon, curstate, curblend)
|
||
|
||
// 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, blendMode2iconMode(curblend), I:pixel_x + 2 - flatX1, I:pixel_y + 2 - flatY1)
|
||
|
||
if(A.color)
|
||
flat.Blend(A.color, ICON_MULTIPLY)
|
||
if(A.alpha < 255)
|
||
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
|
||
|
||
return icon(flat, "", SOUTH)
|
||
|
||
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--
|
||
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)//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.
|
||
flat_icon.ColorTone(rgb(125,180,225))//Let's make it bluish.
|
||
flat_icon.ChangeOpacity(0.5)//Make it half transparent.
|
||
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/O in A.overlays)
|
||
var/image/I = O
|
||
composite.Blend(icon(I.icon, I.icon_state, I.dir, 1), ICON_OVERLAY)
|
||
return composite
|
||
|
||
proc/adjust_brightness(var/color, var/value)
|
||
if (!color) return "#FFFFFF"
|
||
if (!value) return color
|
||
|
||
var/list/RGB = ReadRGB(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
|