Update our getFlatIcon() code to /tg/'s latest

This commit is contained in:
Mark van Alphen
2019-05-09 02:01:26 +02:00
parent 9b60ea5d95
commit 443fa06c31
+185 -141
View File
@@ -634,170 +634,214 @@ The _flatIcons list is a cache for generated icon files.
*/
// Creates a single icon from a given /atom or /image. Only the first argument is required.
/proc/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
/proc/getFlatIcon(image/A, defdir, deficon, defstate, defblend, start = TRUE, no_anim = FALSE)
//Define... defines.
var/static/icon/flat_template = icon('icons/effects/effects.dmi', "nothing")
#define BLANK icon(flat_template)
#define SET_SELF(SETVAR) do { \
var/icon/SELF_ICON=icon(icon(curicon, curstate, base_icon_dir),"",SOUTH,no_anim?1:null); \
if(A.alpha<255) { \
SELF_ICON.Blend(rgb(255,255,255,A.alpha),ICON_MULTIPLY);\
} \
if(A.color) { \
if(islist(A.color)){ \
SELF_ICON.MapColors(arglist(A.color))} \
else{ \
SELF_ICON.Blend(A.color,ICON_MULTIPLY)} \
} \
##SETVAR=SELF_ICON;\
} while (0)
#define INDEX_X_LOW 1
#define INDEX_X_HIGH 2
#define INDEX_Y_LOW 3
#define INDEX_Y_HIGH 4
#define flatX1 flat_size[INDEX_X_LOW]
#define flatX2 flat_size[INDEX_X_HIGH]
#define flatY1 flat_size[INDEX_Y_LOW]
#define flatY2 flat_size[INDEX_Y_HIGH]
#define addX1 add_size[INDEX_X_LOW]
#define addX2 add_size[INDEX_X_HIGH]
#define addY1 add_size[INDEX_Y_LOW]
#define addY2 add_size[INDEX_Y_HIGH]
if(!A || A.alpha <= 0)
return BLANK
var/noIcon = FALSE
if(start)
if(!defdir)
defdir = A.dir
if(!deficon)
deficon = A.icon
if(!defstate)
defstate = A.icon_state
if(!defblend)
defblend = A.blend_mode
var/curicon
if(A.icon)
curicon = A.icon
else
curicon = deficon
var/curicon = A.icon || deficon
var/curstate = A.icon_state || defstate
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.
if(!((noIcon = (!curicon))))
var/curstates = icon_states(curicon)
if(!(curstate in curstates))
if("" in curstates)
curstate = ""
else
noIcon = TRUE // Do not render this object.
var/curdir
if(A.dir != 2)
curdir = A.dir
else
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
//These should use the parent's direction (most likely)
if(!A.dir || A.dir == SOUTH)
curdir = defdir
var/curblend
if(A.blend_mode == BLEND_DEFAULT)
curblend = defblend
else
curblend = A.blend_mode
curdir = A.dir
// 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)
curIndex++ //Skip this bad layer item
continue
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++
if(curIndex>process.len)
if(pSet == 0) // Switch to overlays
curIndex = 1
pSet = 1
process = A.overlays
else // All done
//Try to remove/optimize this section ASAP, CPU hog.
//Determines if there's directionals.
if(!noIcon && curdir != SOUTH)
var/exist = FALSE
var/static/list/checkdirs = list(NORTH, EAST, WEST)
for(var/i in checkdirs) //Not using GLOB for a reason.
if(length(icon_states(icon(curicon, curstate, i))))
exist = TRUE
break
if(!exist)
base_icon_dir = SOUTH
//
var/icon/add // Icon of overlay being added
if(!base_icon_dir)
base_icon_dir = curdir
// Current dimensions of flattened icon
var/flatX1 = 1
var/flatX2 = flat.Width()
var/flatY1 = 1
var/flatY2 = flat.Height()
// Dimensions of overlay being added
var/addX1
var/addX2
var/addY1
var/addY2
ASSERT(!BLEND_DEFAULT) //I might just be stupid but lets make sure this define is 0.
for(var/I in layers)
var/curblend = A.blend_mode || defblend
if(I:alpha == 0)
continue
if(A.overlays.len || A.underlays.len)
var/icon/flat = BLANK
// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
var/list/layers = list()
var/image/copy
// Add the atom's icon itself, without pixel_x/y offsets.
if(!noIcon)
copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=base_icon_dir)
copy.color = A.color
copy.alpha = A.alpha
copy.blend_mode = curblend
layers[copy] = A.layer
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)
// Loop through the underlays, then overlays, sorting them into the layers list
for(var/process_set in 0 to 1)
var/list/process = process_set? A.overlays : A.underlays
for(var/i in 1 to process.len)
var/image/current = process[i]
if(!current)
continue
if(current.plane != FLOAT_PLANE && current.plane != A.plane)
continue
var/current_layer = current.layer
if(current_layer < 0)
if(current_layer <= -1000)
return flat
current_layer = process_set + A.layer + current_layer / 1000
for(var/p in 1 to layers.len)
var/image/cmp = layers[p]
if(current_layer < layers[cmp])
layers.Insert(p, current)
break
// 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)
layers[current] = current_layer
// 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())
//sortTim(layers, /proc/cmp_image_layer_asc)
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
var/icon/add // Icon of overlay being added
// Blend the overlay into the flattened icon
flat.Blend(add, blendMode2iconMode(curblend), I:pixel_x + 2 - flatX1, I:pixel_y + 2 - flatY1)
// Current dimensions of flattened icon
var/list/flat_size = list(1, flat.Width(), 1, flat.Height())
// Dimensions of overlay being added
var/list/add_size[4]
if(A.color)
flat.Blend(A.color, ICON_MULTIPLY)
if(A.alpha < 255)
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
for(var/V in layers)
var/image/I = V
if(I.alpha == 0)
continue
return icon(flat, "", SOUTH)
if(I == copy) // 'I' is an /image based on the object being flattened.
curblend = BLEND_OVERLAY
add = icon(I.icon, I.icon_state, base_icon_dir)
else // 'I' is an appearance object.
add = getFlatIcon(image(I), curdir, curicon, curstate, curblend, FALSE, no_anim)
if(!add)
continue
// Find the new dimensions of the flat icon to fit the added overlay
add_size = list(
min(flatX1, I.pixel_x+1),
max(flatX2, I.pixel_x+add.Width()),
min(flatY1, I.pixel_y+1),
max(flatY2, I.pixel_y+add.Height())
)
if(flat_size ~! add_size)
// Resize the flattened icon so the new icon fits
flat.Crop(
addX1 - flatX1 + 1,
addY1 - flatY1 + 1,
addX2 - flatX1 + 1,
addY2 - flatY1 + 1
)
flat_size = add_size.Copy()
// Blend the overlay into the flattened icon
flat.Blend(add, blendMode2iconMode(curblend), I.pixel_x + 2 - flatX1, I.pixel_y + 2 - flatY1)
if(A.color)
if(islist(A.color))
flat.MapColors(arglist(A.color))
else
flat.Blend(A.color, ICON_MULTIPLY)
if(A.alpha < 255)
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
if(no_anim)
//Clean up repeated frames
var/icon/cleaned = new /icon()
cleaned.Insert(flat, "", SOUTH, 1, 0)
. = cleaned
else
. = icon(flat, "", SOUTH)
else //There's no overlays.
if(!noIcon)
SET_SELF(.)
//Clear defines
#undef flatX1
#undef flatX2
#undef flatY1
#undef flatY2
#undef addX1
#undef addX2
#undef addY1
#undef addY2
#undef INDEX_X_LOW
#undef INDEX_X_HIGH
#undef INDEX_Y_LOW
#undef INDEX_Y_HIGH
#undef BLANK
#undef SET_SELF
/proc/getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.
for(var/I in A.overlays)//For every image in overlays. var/image/I will not work, don't try it.
if(I:layer>A.layer) continue//If layer is greater than what we need, skip it.
var/icon/image_overlay = new(I:icon,I:icon_state)//Blend only works with icon objects.
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.