/* IconProcs README A BYOND library for manipulating icons and colors by Lummox JR version 1.0 The IconProcs library was made to make a lot of common icon operations much easier. BYOND's icon manipulation routines are very capable but some of the advanced capabilities like using alpha transparency can be unintuitive to beginners. CHANGING ICONS Several new procs have been added to the /icon datum to simplify working with icons. To use them, remember you first need to setup an /icon var like so: GLOBAL_DATUM_INIT(my_icon, /icon, new('iconfile.dmi')) icon/ChangeOpacity(amount = 1) A very common operation in DM is to try to make an icon more or less transparent. Making an icon more transparent is usually much easier than making it less so, however. This proc basically is a frontend for MapColors() which can change opacity any way you like, in much the same way that SetIntensity() can make an icon lighter or darker. If amount is 0.5, the opacity of the icon will be cut in half. If amount is 2, opacity is doubled and anything more than half-opaque will become fully opaque. icon/GrayScale() Converts the icon to grayscale instead of a fully colored icon. Alpha values are left intact. icon/ColorTone(tone) Similar to GrayScale(), this proc converts the icon to a range of black -> tone -> white, where tone is an RGB color (its alpha is ignored). This can be used to create a sepia tone or similar effect. See also the global ColorTone() proc. icon/MinColors(icon) The icon is blended with a second icon where the minimum of each RGB pixel is the result. Transparency may increase, as if the icons were blended with ICON_ADD. You may supply a color in place of an icon. icon/MaxColors(icon) The icon is blended with a second icon where the maximum of each RGB pixel is the result. Opacity may increase, as if the icons were blended with ICON_OR. You may supply a color in place of an icon. icon/Opaque(background = "#000000") All alpha values are set to 255 throughout the icon. Transparent pixels become black, or whatever background color you specify. icon/BecomeAlphaMask() You can convert a simple grayscale icon into an alpha mask to use with other icons very easily with this proc. The black parts become transparent, the white parts stay white, and anything in between becomes a translucent shade of white. icon/AddAlphaMask(mask) The alpha values of the mask icon will be blended with the current icon. Anywhere the mask is opaque, the current icon is untouched. Anywhere the mask is transparent, the current icon becomes transparent. Where the mask is translucent, the current icon becomes more transparent. icon/UseAlphaMask(mask, mode) Sometimes you may want to take the alpha values from one icon and use them on a different icon. This proc will do that. Just supply the icon whose alpha mask you want to use, and src will change so it has the same colors as before but uses the mask for opacity. COLOR MANAGEMENT AND HSV RGB isn't the only way to represent color. Sometimes it's more useful to work with a model called HSV, which stands for hue, saturation, and value. * The hue of a color describes where it is along the color wheel. It goes from red to yellow to green to cyan to blue to magenta and back to red. * The saturation of a color is how much color is in it. A color with low saturation will be more gray, and with no saturation at all it is a shade of gray. * The value of a color determines how bright it is. A high-value color is vivid, moderate value is dark, and no value at all is black. Just as BYOND uses "#rrggbb" to represent RGB values, a similar format is used for HSV: "#hhhssvv". The hue is three hex digits because it ranges from 0 to 0x5FF. * 0 to 0xFF - red to yellow * 0x100 to 0x1FF - yellow to green * 0x200 to 0x2FF - green to cyan * 0x300 to 0x3FF - cyan to blue * 0x400 to 0x4FF - blue to magenta * 0x500 to 0x5FF - magenta to red Knowing this, you can figure out that red is "#000ffff" in HSV format, which is hue 0 (red), saturation 255 (as colorful as possible), value 255 (as bright as possible). Green is "#200ffff" and blue is "#400ffff". More than one HSV color can match the same RGB color. Here are some procs you can use for color management: ReadRGB(rgb) Takes an RGB string like "#ffaa55" and converts it to a list such as list(255,170,85). If an RGBA format is used that includes alpha, the list will have a fourth item for the alpha value. hsv(hue, sat, val, apha) Counterpart to rgb(), this takes the values you input and converts them to a string in "#hhhssvv" or "#hhhssvvaa" format. Alpha is not included in the result if null. ReadHSV(rgb) Takes an HSV string like "#100FF80" and converts it to a list such as list(256,255,128). If an HSVA format is used that includes alpha, the list will have a fourth item for the alpha value. RGBtoHSV(rgb) Takes an RGB or RGBA string like "#ffaa55" and converts it into an HSV or HSVA color such as "#080aaff". HSVtoRGB(hsv) Takes an HSV or HSVA string like "#080aaff" and converts it into an RGB or RGBA color such as "#ff55aa". BlendRGB(rgb1, rgb2, amount) Blends between two RGB or RGBA colors using regular RGB blending. If amount is 0, the first color is the result; if 1, the second color is the result. 0.5 produces an average of the two. Values outside the 0 to 1 range are allowed as well. The returned value is an RGB or RGBA color. BlendHSV(hsv1, hsv2, amount) Blends between two HSV or HSVA colors using HSV blending, which tends to produce nicer results than regular RGB blending because the brightness of the color is left intact. If amount is 0, the first color is the result; if 1, the second color is the result. 0.5 produces an average of the two. Values outside the 0 to 1 range are allowed as well. The returned value is an HSV or HSVA color. BlendRGBasHSV(rgb1, rgb2, amount) Like BlendHSV(), but the colors used and the return value are RGB or RGBA colors. The blending is done in HSV form. HueToAngle(hue) Converts a hue to an angle range of 0 to 360. Angle 0 is red, 120 is green, and 240 is blue. AngleToHue(hue) Converts an angle to a hue in the valid range. RotateHue(hsv, angle) Takes an HSV or HSVA value and rotates the hue forward through red, green, and blue by an angle from 0 to 360. (Rotating red by 60° produces yellow.) The result is another HSV or HSVA color with the same saturation and value as the original, but a different hue. GrayScale(rgb) Takes an RGB or RGBA color and converts it to grayscale. Returns an RGB or RGBA string. ColorTone(rgb, tone) Similar to GrayScale(), this proc converts an RGB or RGBA color to a range of black -> tone -> white instead of using strict shades of gray. The tone value is an RGB color; any alpha value is ignored. */ /* Get Flat Icon DEMO by DarkCampainger This is a test for the get flat icon proc, modified approprietly for icons and their states. Probably not a good idea to run this unless you want to see how the proc works in detail. mob icon = 'old_or_unused.dmi' icon_state = "green" Login() // Testing image underlays underlays += image(icon='old_or_unused.dmi',icon_state="red") underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = 32) underlays += image(icon='old_or_unused.dmi',icon_state="red", pixel_x = -32) // Testing image overlays add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = -32)) add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = 32, pixel_y = 32)) add_overlay(image(icon='old_or_unused.dmi',icon_state="green", pixel_x = -32, pixel_y = -32)) // Testing icon file overlays (defaults to mob's state) add_overlay('_flat_demoIcons2.dmi') // Testing icon_state overlays (defaults to mob's icon) add_overlay("white") // Testing dynamic icon overlays var/icon/I = icon('old_or_unused.dmi', icon_state="aqua") I.Shift(NORTH,16,1) add_overlay(I) // Testing dynamic image overlays I=image(icon=I,pixel_x = -32, pixel_y = 32) add_overlay(I) // Testing object types (and layers) add_overlay(/obj/effect/overlayTest) loc = locate (10,10,1) verb Browse_Icon() set name = "1. Browse Icon" // Give it a name for the cache var/iconName = "[ckey(src.name)]_flattened.dmi" // Send the icon to src's local cache src<

") Output_Icon() set name = "2. Output Icon" to_chat(src, "Icon is: [icon2base64html(get_flat_icon(src))]") Label_Icon() set name = "3. Label Icon" // Give it a name for the cache var/iconName = "[ckey(src.name)]_flattened.dmi" // Copy the file to the rsc manually var/icon/I = fcopy_rsc(get_flat_icon(src)) // Send the icon to src's local cache src< transparent, gray -> translucent white, white -> solid white /icon/proc/BecomeAlphaMask() SwapColor(null, "#000000ff") // don't let transparent become gray MapColors(0,0,0,0.3, 0,0,0,0.59, 0,0,0,0.11, 0,0,0,0, 1,1,1,0) /icon/proc/UseAlphaMask(mask) Opaque() AddAlphaMask(mask) /icon/proc/AddAlphaMask(mask) var/icon/M = new(mask) M.Blend("#ffffff", ICON_SUBTRACT) // apply mask Blend(M, ICON_ADD) /* HSV format is represented as "#hhhssvv" or "#hhhssvvaa" Hue ranges from 0 to 0x5ff (1535) 0x000 = red 0x100 = yellow 0x200 = green 0x300 = cyan 0x400 = blue 0x500 = magenta Saturation is from 0 to 0xff (255) More saturation = more color Less saturation = more gray Value ranges from 0 to 0xff (255) Higher value means brighter color */ /** * reads RGB or RGBA values to list * @return list(r, g, b) or list(r, g, b, a), values 0 to 255. */ /proc/ReadRGB(rgb) if(!rgb) return // interpret the HSV or HSVA value var/i=1,start=1 if(text2ascii(rgb) == 35) ++start // skip opening # var/ch,which=0,r=0,g=0,b=0,alpha=0,usealpha var/digits=0 for(i=start, i<=length(rgb), ++i) ch = text2ascii(rgb, i) if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102) break ++digits if(digits == 8) break var/single = digits < 6 if(digits != 3 && digits != 4 && digits != 6 && digits != 8) return if(digits == 4 || digits == 8) usealpha = 1 for(i=start, digits>0, ++i) ch = text2ascii(rgb, i) if(ch >= 48 && ch <= 57) ch -= 48 else if(ch >= 65 && ch <= 70) ch -= 55 else if(ch >= 97 && ch <= 102) ch -= 87 else break --digits switch(which) if(0) r = (r << 4) | ch if(single) r |= r << 4 ++which else if(!(digits & 1)) ++which if(1) g = (g << 4) | ch if(single) g |= g << 4 ++which else if(!(digits & 1)) ++which if(2) b = (b << 4) | ch if(single) b |= b << 4 ++which else if(!(digits & 1)) ++which if(3) alpha = (alpha << 4) | ch if(single) alpha |= alpha << 4 . = list(r, g, b) if(usealpha) . += alpha /proc/ReadHSV(hsv) if(!hsv) return // interpret the HSV or HSVA value var/i=1,start=1 if(text2ascii(hsv) == 35) ++start // skip opening # var/ch,which=0,hue=0,sat=0,val=0,alpha=0,usealpha var/digits=0 for(i=start, i<=length(hsv), ++i) ch = text2ascii(hsv, i) if(ch < 48 || (ch > 57 && ch < 65) || (ch > 70 && ch < 97) || ch > 102) break ++digits if(digits == 9) break if(digits > 7) usealpha = 1 if(digits <= 4) ++which if(digits <= 2) ++which for(i=start, digits>0, ++i) ch = text2ascii(hsv, i) if(ch >= 48 && ch <= 57) ch -= 48 else if(ch >= 65 && ch <= 70) ch -= 55 else if(ch >= 97 && ch <= 102) ch -= 87 else break --digits switch(which) if(0) hue = (hue << 4) | ch if(digits == (usealpha ? 6 : 4)) ++which if(1) sat = (sat << 4) | ch if(digits == (usealpha ? 4 : 2)) ++which if(2) val = (val << 4) | ch if(digits == (usealpha ? 2 : 0)) ++which if(3) alpha = (alpha << 4) | ch . = list(hue, sat, val) if(usealpha) . += alpha /proc/HSVtoRGB(hsv) if(!hsv) return "#000000" var/list/HSV = ReadHSV(hsv) if(!HSV) return "#000000" var/hue = HSV[1] var/sat = HSV[2] var/val = HSV[3] // Compress hue into easier-to-manage range hue -= hue >> 8 if(hue >= 0x5fa) hue -= 0x5fa var/hi,mid,lo,r,g,b hi = val lo = round((255 - sat) * val / 255, 1) mid = lo + round(abs(round(hue, 510) - hue) * (hi - lo) / 255, 1) if(hue >= 765) if(hue >= 1275) {r=hi; g=lo; b=mid} else if(hue >= 1020) {r=mid; g=lo; b=hi } else {r=lo; g=mid; b=hi } else if(hue >= 510) {r=lo; g=hi; b=mid} else if(hue >= 255) {r=mid; g=hi; b=lo } else {r=hi; g=mid; b=lo } return (HSV.len > 3) ? rgb(r,g,b,HSV[4]) : rgb(r,g,b) /proc/RGBtoHSV(rgb) if(!rgb) return "#0000000" var/list/RGB = ReadRGB(rgb) if(!RGB) return "#0000000" var/r = RGB[1] var/g = RGB[2] var/b = RGB[3] var/hi = max(r,g,b) var/lo = min(r,g,b) var/val = hi var/sat = hi ? round((hi-lo) * 255 / hi, 1) : 0 var/hue = 0 if(sat) var/dir var/mid if(hi == r) if(lo == b) {hue=0; dir=1; mid=g} else {hue=1535; dir=-1; mid=b} else if(hi == g) if(lo == r) {hue=512; dir=1; mid=b} else {hue=511; dir=-1; mid=r} else if(hi == b) if(lo == g) {hue=1024; dir=1; mid=r} else {hue=1023; dir=-1; mid=g} hue += dir * round((mid-lo) * 255 / (hi-lo), 1) return hsv(hue, sat, val, (RGB.len>3 ? RGB[4] : null)) /proc/hsv(hue, sat, val, alpha) if(hue < 0 || hue >= 1536) hue %= 1536 if(hue < 0) hue += 1536 if((hue & 0xFF) == 0xFF) ++hue if(hue >= 1536) hue = 0 if(sat < 0) sat = 0 if(sat > 255) sat = 255 if(val < 0) val = 0 if(val > 255) val = 255 . = "#" . += TO_HEX_DIGIT(hue >> 8) . += TO_HEX_DIGIT(hue >> 4) . += TO_HEX_DIGIT(hue) . += TO_HEX_DIGIT(sat >> 4) . += TO_HEX_DIGIT(sat) . += TO_HEX_DIGIT(val >> 4) . += TO_HEX_DIGIT(val) if(!isnull(alpha)) if(alpha < 0) alpha = 0 if(alpha > 255) alpha = 255 . += TO_HEX_DIGIT(alpha >> 4) . += TO_HEX_DIGIT(alpha) /* Smooth blend between HSV colors amount=0 is the first color amount=1 is the second color amount=0.5 is directly between the two colors amount<0 or amount>1 are allowed */ /proc/BlendHSV(hsv1, hsv2, amount) var/list/HSV1 = ReadHSV(hsv1) var/list/HSV2 = ReadHSV(hsv2) // add missing alpha if needed if(HSV1.len < HSV2.len) HSV1 += 255 else if(HSV2.len < HSV1.len) HSV2 += 255 var/usealpha = HSV1.len > 3 // normalize hsv values in case anything is screwy if(HSV1[1] > 1536) HSV1[1] %= 1536 if(HSV2[1] > 1536) HSV2[1] %= 1536 if(HSV1[1] < 0) HSV1[1] += 1536 if(HSV2[1] < 0) HSV2[1] += 1536 if(!HSV1[3]) {HSV1[1] = 0; HSV1[2] = 0} if(!HSV2[3]) {HSV2[1] = 0; HSV2[2] = 0} // no value for one color means don't change saturation if(!HSV1[3]) HSV1[2] = HSV2[2] if(!HSV2[3]) HSV2[2] = HSV1[2] // no saturation for one color means don't change hues if(!HSV1[2]) HSV1[1] = HSV2[1] if(!HSV2[2]) HSV2[1] = HSV1[1] // Compress hues into easier-to-manage range HSV1[1] -= HSV1[1] >> 8 HSV2[1] -= HSV2[1] >> 8 var/hue_diff = HSV2[1] - HSV1[1] if(hue_diff > 765) hue_diff -= 1530 else if(hue_diff <= -765) hue_diff += 1530 var/hue = round(HSV1[1] + hue_diff * amount, 1) var/sat = round(HSV1[2] + (HSV2[2] - HSV1[2]) * amount, 1) var/val = round(HSV1[3] + (HSV2[3] - HSV1[3]) * amount, 1) var/alpha = usealpha ? round(HSV1[4] + (HSV2[4] - HSV1[4]) * amount, 1) : null // normalize hue if(hue < 0 || hue >= 1530) hue %= 1530 if(hue < 0) hue += 1530 // decompress hue hue += round(hue / 255) return hsv(hue, sat, val, alpha) /* 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)) //Used in the OLD chem colour mixing algorithm /proc/GetColors(hex) hex = uppertext(hex) // No alpha set? Default to full alpha. if(length(hex) == 7) hex += "FF" var/hi1 = text2ascii(hex, 2) // R var/lo1 = text2ascii(hex, 3) // R var/hi2 = text2ascii(hex, 4) // G var/lo2 = text2ascii(hex, 5) // G var/hi3 = text2ascii(hex, 6) // B var/lo3 = text2ascii(hex, 7) // B var/hi4 = text2ascii(hex, 8) // A var/lo4 = text2ascii(hex, 9) // A return list(((hi1>= 65 ? hi1-55 : hi1-48)<<4) | (lo1 >= 65 ? lo1-55 : lo1-48), ((hi2 >= 65 ? hi2-55 : hi2-48)<<4) | (lo2 >= 65 ? lo2-55 : lo2-48), ((hi3 >= 65 ? hi3-55 : hi3-48)<<4) | (lo3 >= 65 ? lo3-55 : lo3-48), ((hi4 >= 65 ? hi4-55 : hi4-48)<<4) | (lo4 >= 65 ? lo4-55 : lo4-48)) /proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A. for(var/V in A.overlays)//For every image in overlays. var/image/I will not work, don't try it. var/image/I = V 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 = getIconMask(src)//get_flat_icon(src) is accurate but SLOW. Not designed for running each tick. This is 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++ add_overlay(I)//And finally add the overlay. /proc/getHologramIcon(icon/A, safety = TRUE)//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 /proc/getPAIHologramIcon(icon/A, safety = TRUE) var/icon/flat_icon = safety? A : new(A) flat_icon.SetIntensity(0.75, 1, 0.75) flat_icon.ChangeOpacity(0.7) var/icon/alpha_mask = new('icons/effects/effects.dmi', "scanlineslow")//Scanline effect. flat_icon.AddAlphaMask(alpha_mask)//Finally, let's mix in a distortion effect. return flat_icon //What the mob looks like as animated static //By vg's ComicIronic /proc/getStaticIcon(icon/A, safety = TRUE) var/icon/flat_icon = safety ? A : new(A) flat_icon.Blend(rgb(255,255,255)) flat_icon.BecomeAlphaMask() var/icon/static_icon = icon('icons/effects/effects.dmi', "static_base") static_icon.AddAlphaMask(flat_icon) return static_icon //What the mob looks like as a pitch black outline //By vg's ComicIronic /proc/getBlankIcon(icon/A, safety=1) var/icon/flat_icon = safety ? A : new(A) flat_icon.Blend(rgb(255,255,255)) flat_icon.BecomeAlphaMask() var/icon/blank_icon = new/icon('icons/effects/effects.dmi', "blank_base") blank_icon.AddAlphaMask(flat_icon) return blank_icon //Dwarf fortress style icons based on letters (defaults to the first letter of the Atom's name) //By vg's ComicIronic /proc/getLetterImage(atom/A, letter= "", uppercase = 0) if(!A) return var/icon/atom_icon = new(A.icon, A.icon_state) if(!letter) letter = A.name[1] if(uppercase == 1) letter = uppertext(letter) else if(uppercase == -1) letter = lowertext(letter) var/image/text_image = new(loc = A) text_image.maptext = "[letter]" text_image.pixel_x = 7 text_image.pixel_y = 5 qdel(atom_icon) return text_image /* GLOBAL_LIST_EMPTY(friendly_animal_types) // Pick a random animal instead of the icon, and use that instead /proc/getRandomAnimalImage(atom/A) if(!GLOB.friendly_animal_types.len) for(var/T in typesof(/mob/living/simple_animal)) var/mob/living/simple_animal/SA = T if(initial(SA.gold_core_spawnable) == FRIENDLY_SPAWN) GLOB.friendly_animal_types += SA var/mob/living/simple_animal/SA = pick(GLOB.friendly_animal_types) var/icon = initial(SA.icon) var/icon_state = initial(SA.icon_state) var/image/final_image = image(icon, icon_state=icon_state, loc = A) if(ispath(SA, /mob/living/simple_animal/butterfly)) final_image.color = rgb(rand(0,255), rand(0,255), rand(0,255)) // For debugging final_image.text = initial(SA.name) return final_image */ //Interface for using DrawBox() to draw 1 pixel on a coordinate. //Returns the same icon specifed in the argument, but with the pixel drawn /proc/DrawPixel(icon/I,colour,drawX,drawY) if(!I) return 0 var/Iwidth = I.Width() var/Iheight = I.Height() if(drawX > Iwidth || drawX <= 0) return 0 if(drawY > Iheight || drawY <= 0) return 0 I.DrawBox(colour,drawX, drawY) return I //Interface for easy drawing of one pixel on an atom. /atom/proc/DrawPixelOn(colour, drawX, drawY) var/icon/I = new(icon) var/icon/J = DrawPixel(I, colour, drawX, drawY) if(J) //Only set the icon if it succeeded, the icon without the pixel is 1000x better than a black square. icon = J return J return 0 /* //For creating consistent icons for human looking simple animals /proc/get_flat_human_icon(icon_id, datum/job/J, datum/preferences/prefs, dummy_key, showDirs = GLOB.cardinals, outfit_override = null) var/static/list/humanoid_icon_cache = list() if(!icon_id || !humanoid_icon_cache[icon_id]) var/mob/living/carbon/human/dummy/body = generate_or_wait_for_human_dummy(dummy_key) if(prefs) prefs.copy_to(body,TRUE,FALSE) if(J) J.equip(body, TRUE, FALSE, outfit_override = outfit_override) else if (outfit_override) body.equipOutfit(outfit_override,visualsOnly = TRUE) var/icon/out_icon = icon('icons/effects/effects.dmi', "nothing") for(var/D in showDirs) body.setDir(D) COMPILE_OVERLAYS(body) var/icon/partial = get_flat_icon(body) out_icon.Insert(partial,dir=D) humanoid_icon_cache[icon_id] = out_icon dummy_key? unset_busy_human_dummy(dummy_key) : qdel(body) return out_icon else return humanoid_icon_cache[icon_id] */ //Hook, override to run code on- wait this is images //Images have dir without being an atom, so they get their own definition. //Lame. /image/proc/setDir(newdir) dir = newdir /* GLOBAL_LIST_INIT(freon_color_matrix, list("#2E5E69", "#60A2A8", "#A1AFB1", rgb(0,0,0))) /obj/proc/make_frozen_visual() // Used to make the frozen item visuals for Freon. if(resistance_flags & FREEZE_PROOF) return if(!(obj_flags & FROZEN)) name = "frozen [name]" add_atom_colour(GLOB.freon_color_matrix, TEMPORARY_COLOUR_PRIORITY) alpha -= 25 obj_flags |= FROZEN //Assumes already frozed /obj/proc/make_unfrozen() if(obj_flags & FROZEN) name = replacetext(name, "frozen ", "") remove_atom_colour(TEMPORARY_COLOUR_PRIORITY, GLOB.freon_color_matrix) alpha += 25 obj_flags &= ~FROZEN */ /// Generate a filename for this asset /// The same asset will always lead to the same asset name /// (Generated names do not include file extention.) /proc/generate_asset_name(file) return "asset.[md5(fcopy_rsc(file))]" /** * Converts an icon to base64. Operates by putting the icon in the iconCache savefile, * exporting it as text, and then parsing the base64 from that. * (This relies on byond automatically storing icons in savefiles as base64) */ /proc/icon2base64(icon/icon) if (!isicon(icon)) return FALSE var/savefile/dummySave = new("tmp/dummySave.sav") WRITE_FILE(dummySave["dummy"], icon) var/iconData = dummySave.ExportText("dummy") var/list/partial = splittext(iconData, "{") . = replacetext(copytext_char(partial[2], 3, -5), "\n", "") //if cleanup fails we want to still return the correct base64 dummySave.Unlock() dummySave = null fdel("tmp/dummySave.sav") //if you get the idea to try and make this more optimized, make sure to still call unlock on the savefile after every write to unlock it. /proc/icon2html(thing, 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/I = thing if (!target) return if (target == world) target = GLOB.clients var/list/targets if (!islist(target)) targets = list(target) else targets = target if (!targets.len) return if (!isicon(I)) if (isfile(thing)) //special snowflake var/name = SANITIZE_FILENAME("[generate_asset_name(thing)].png") if (!SSassets.cache[name]) SSassets.transport.register_asset(name, thing) for (var/thing2 in targets) SSassets.transport.send_assets(thing2, name) if(sourceonly) return SSassets.transport.get_asset_url(name) return "" var/atom/A = thing I = A.icon if (isnull(icon_state)) icon_state = A.icon_state if (!(icon_state in icon_states(I, 1))) icon_state = initial(A.icon_state) if (isnull(dir)) dir = initial(A.dir) if (isnull(dir)) dir = A.dir if (ishuman(thing)) // Shitty workaround for a BYOND issue. var/icon/temp = I I = icon() I.Insert(temp, dir = SOUTH) dir = SOUTH else if (isnull(dir)) dir = SOUTH if (isnull(icon_state)) icon_state = "" I = icon(I, icon_state, dir, frame, moving) key = "[generate_asset_name(I)].png" if(!SSassets.cache[key]) SSassets.transport.register_asset(key, I) for (var/thing2 in targets) SSassets.transport.send_assets(thing2, key) if(sourceonly) return SSassets.transport.get_asset_url(key) return "" /proc/icon2base64html(thing) if (!thing) return var/static/list/bicon_cache = list() if (isicon(thing)) var/icon/I = thing var/icon_base64 = icon2base64(I) if (I.Height() > world.icon_size || I.Width() > world.icon_size) var/icon_md5 = md5(icon_base64) icon_base64 = bicon_cache[icon_md5] if (!icon_base64) // Doesn't exist yet, make it. bicon_cache[icon_md5] = icon_base64 = icon2base64(I) return "" // Either an atom or somebody fucked up and is gonna get a runtime, which I'm fine with. var/atom/A = thing var/key = "[istype(A.icon, /icon) ? "[REF(A.icon)]" : A.icon]:[A.icon_state]" if (!bicon_cache[key]) // Doesn't exist, make it. var/icon/I = icon(A.icon, A.icon_state, SOUTH, 1) if (ishuman(thing)) // Shitty workaround for a BYOND issue. var/icon/temp = I I = icon() I.Insert(temp, dir = SOUTH) bicon_cache[key] = icon2base64(I) return "" /// Costlier version of icon2html() that uses get_flat_icon() 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 = get_flat_icon(thing) return icon2html(I, target, sourceonly = sourceonly) /// VSTATION SPECIFIC /// //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(color, 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(list/atoms) // Comb sort icons based on levels var/list/result = atoms.Copy() var/gap = result.len var/swapped = 1 while (gap > 1 || swapped) swapped = 0 if(gap > 1) gap = round(gap / 1.3) // 1.3 is the emperic comb sort coefficient if(gap < 1) gap = 1 for(var/i = 1; gap + i <= result.len; i++) var/atom/l = result[i] //Fucking hate var/atom/r = result[gap+i] //how lists work here if(l.layer > r.layer) //no "result[i].layer" for me result.Swap(i, gap + i) swapped = 1 return result /proc/gen_hud_image(file, person, state, plane) var/image/img = image(file, person, state) img.plane = plane //Thanks Byond. img.layer = MOB_LAYER-0.2 img.appearance_flags = APPEARANCE_UI return img /** * Animate a 'halo' around an object. * * This proc is not exactly cheap. You'd be well advised to set up many-loops rather than call this super-often. get_compound_icon is * mostly to blame for this. If Byond ever implements a way to get something's icon more 'gently' than this, do that instead. * * * A - This is the atom to put the halo on * * simple_icons - If set to TRUE, will just perform a very basic icon and icon_state steal. DO USE when possible. * * color - This is the color for the halo * * anim_duration - This decides how fast (or slow) the animation plays * * offset - Mysterious variable that determines size of the halo's gap from icon * * loops - How many times the animation loops * * 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) * * pixel_scale - If you'd like the halo to use pixel scale or the default 'fuzzy' scale */ /proc/animate_aura(atom/A, simple_icons, color = "#00FF22", anim_duration = 5, offset = 1, loops = 1, grow_to = 2, 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 = get_compound_icon(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) // DEPRICATED SOON /proc/downloadImage(atom/A, dir) //this is expensive and dumb var/icon/this_icon = get_flat_icon(A, dir=dir) usr << ftp(this_icon,"[A.name].png") /* * * Accurate - Use more accurate color averaging, usually has better results and prevents muddied or overly dark colors. Mad thanks to wwjnc. * * ignoreGreyscale - Excempts greyscale colors from the color list, useful for filtering outlines or plate overlays. */ /proc/AverageColor(icon/I, accurate = FALSE, ignoreGreyscale = FALSE) var/list/colors = ListColors(I, ignoreGreyscale) if(!colors.len) return null var/list/colorsum = list(0, 0, 0) //Holds the sum of the RGB values to calculate the average var/list/RGB = list(0, 0, 0) //Temp list for each color var/total = colors.len var/final_average if (accurate) //keeping it legible for(var/i = 1 to total) RGB = ReadRGB(colors[i]) colorsum[1] += RGB[1]*RGB[1] colorsum[2] += RGB[2]*RGB[2] colorsum[3] += RGB[3]*RGB[3] final_average = rgb(sqrt(colorsum[1]/total), sqrt(colorsum[2]/total), sqrt(colorsum[3]/total)) else for(var/i = 1 to total) RGB = ReadRGB(colors[i]) colorsum[1] += RGB[1] colorsum[2] += RGB[2] colorsum[3] += RGB[3] final_average = rgb(colorsum[1]/total, colorsum[2]/total, colorsum[3]/total) return final_average /proc/ListColors(icon/I, ignoreGreyscale = FALSE) var/list/colors = list() for(var/x_pixel = 1 to I.Width()) for(var/y_pixel = 1 to I.Height()) var/this_color = I.GetPixel(x_pixel, y_pixel) if(this_color) if (ignoreGreyscale && ReadHSV(RGBtoHSV(this_color))[2] == 0) //If saturation is 0, must be greyscale continue colors.Add(this_color) return colors /proc/empty_Y_space(icon/I) //Returns the amount of lines containing only transparent pixels in an icon, starting from the bottom for(var/y_pixel = 1 to I.Height()) for(var/x_pixel = 1 to I.Width()) if (I.GetPixel(x_pixel, y_pixel)) return y_pixel - 1 return null /* Gives the result RGB of a RGB string after a matrix transformation. No alpha. * Input: rr, rg, rb, gr, gg, gb, br, bg, bb, cr, cg, cb * Output: RGB string */ /proc/RGBMatrixTransform(list/color, list/cm) ASSERT(cm.len >= 9) if(cm.len < 12) // fill in the rest for(var/i in 1 to (12 - cm.len)) cm += 0 if(!islist(color)) color = ReadRGB(color) color[1] = color[1] * cm[1] + color[2] * cm[2] + color[3] * cm[3] + cm[10] * 255 color[2] = color[1] * cm[4] + color[2] * cm[5] + color[3] * cm[6] + cm[11] * 255 color[3] = color[1] * cm[7] + color[2] * cm[8] + color[3] * cm[9] + cm[12] * 255 return rgb(color[1], color[2], color[3])