user-friendly colormates - adds HSV coloration to colormates!

This commit is contained in:
deathride58
2022-06-07 16:36:10 -04:00
parent f121c874b2
commit fa24f1bd3a
3 changed files with 239 additions and 106 deletions

View File

@@ -138,6 +138,25 @@ round(cos_inv_third+sqrt3_sin, 0.001), round(cos_inv_third-sqrt3_sin, 0.001), ro
var/sinval = round(sin(angle), 0.001); var/cosval = round(cos(angle), 0.001)
return list(cosval,sinval,0,0, -sinval,cosval,0,0, 0,0,1,0, 0,0,0,1, 0,0,0,0)
/**
* Builds a color matrix that transforms the hue, saturation, and value, all in one operation.
*/
/proc/color_matrix_hsv(hue, saturation, value)
hue = clamp(360 - hue, 0, 360)
// This is very much a rough approximation of hueshifting. This carries some artifacting, such as negative values that simply shouldn't exist, but it does get the job done, and that's what matters.
var/cos_a = cos(hue) // These have to be inverted from 360, otherwise the hue's inverted
var/sin_a = sin(hue)
var/rot_x = cos_a + (1 - cos_a) / 3
var/rot_y = (1 - cos_a) / 3 - 0.5774 * sin_a // 0.5774 is sqrt(1/3)
var/rot_z = (1 - cos_a) / 3 + 0.5774 * sin_a
return list(
round((((1-saturation) * LUMA_R) + (rot_x * saturation)) * value, 0.01), round((((1-saturation) * LUMA_R) + (rot_y * saturation)) * value, 0.01), round((((1-saturation) * LUMA_R) + (rot_z * saturation)) * value, 0.01),
round((((1-saturation) * LUMA_G) + (rot_z * saturation)) * value, 0.01), round((((1-saturation) * LUMA_G) + (rot_x * saturation)) * value, 0.01), round((((1-saturation) * LUMA_G) + (rot_y * saturation)) * value, 0.01),
round((((1-saturation) * LUMA_B) + (rot_y * saturation)) * value, 0.01), round((((1-saturation) * LUMA_B) + (rot_z * saturation)) * value, 0.01), round((((1-saturation) * LUMA_B) + (rot_x * saturation)) * value, 0.01),
0, 0, 0
)
//Returns a matrix addition of A with B
/proc/color_matrix_add(list/A, list/B)

View File

@@ -1,6 +1,10 @@
#define COLORMATE_TINT 1
#define COLORMATE_HSV 2
#define COLORMATE_MATRIX 3
/obj/machinery/gear_painter
name = "\improper Color Mate"
desc = "A machine to give your apparel a fresh new color! Recommended to use with white items for best results."
desc = "A machine to give your apparel a fresh new color!"
icon = 'icons/obj/vending.dmi'
icon_state = "colormate"
// light_mask = "colormate-light-mask"
@@ -10,7 +14,11 @@
var/atom/movable/inserted
var/activecolor = "#FFFFFF"
var/list/color_matrix_last
var/matrix_mode = FALSE
var/active_mode = COLORMATE_HSV
var/build_hue = 0
var/build_sat = 1
var/build_val = 1
/// Allow holder'd mobs
var/allow_mobs = TRUE
/// Minimum lightness for normal mode
@@ -71,8 +79,9 @@
return
if(!QDELETED(H))
H.release()
user.visible_message("<span class='notice'>[user] stuffs [I] into [src]'s receptable! Oh dear.</span>")
insert_mob(victim, user)
temp = "[victim] has been inserted."
SStgui.update_uis(src)
if(is_type_in_list(I, allowed_types) && is_operational())
@@ -85,7 +94,6 @@
inserted = I
update_icon()
temp = "[I] has been inserted."
SStgui.update_uis(src)
else
@@ -134,7 +142,7 @@
/obj/machinery/gear_painter/ui_data(mob/user)
. = list()
.["matrixactive"] = matrix_mode
.["activemode"] = active_mode
.["matrixcolors"] = list(
"rr" = color_matrix_last[1],
"rg" = color_matrix_last[2],
@@ -149,6 +157,9 @@
"cg" = color_matrix_last[11],
"cb" = color_matrix_last[12]
)
.["buildhue"] = build_hue
.["buildsat"] = build_sat
.["buildval"] = build_val
if(temp)
.["temp"] = temp
if(inserted)
@@ -166,7 +177,7 @@
if(inserted)
switch(action)
if("switch_modes")
matrix_mode = text2num(params["mode"])
active_mode = text2num(params["mode"])
return TRUE
if("choose_color")
var/chosen_color = input(usr, "Choose a color: ", "Colormate color picking", activecolor) as color|null
@@ -174,14 +185,11 @@
activecolor = chosen_color
return TRUE
if("paint")
if(!check_valid_color(activecolor, usr))
return TRUE
inserted.add_atom_colour(activecolor, FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
do_paint(usr)
temp = "Painted Successfully!"
return TRUE
if("drop")
temp = "Ejected \the [inserted]!"
temp = ""
drop_item()
return TRUE
if("clear")
@@ -192,8 +200,24 @@
if("set_matrix_color")
color_matrix_last[params["color"]] = params["value"]
return TRUE
if("matrix_paint")
var/list/cm = rgb_construct_color_matrix(
if("set_hue")
build_hue = clamp(text2num(params["buildhue"]), 0, 360)
return TRUE
if("set_sat")
build_sat = clamp(text2num(params["buildsat"]), -10, 10)
return TRUE
if("set_val")
build_val = clamp(text2num(params["buildval"]), -10, 10)
return TRUE
/obj/machinery/gear_painter/proc/do_paint(mob/user)
var/color_to_use
switch(active_mode)
if(COLORMATE_TINT)
color_to_use = activecolor
if(COLORMATE_MATRIX)
color_to_use = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
@@ -207,18 +231,24 @@
text2num(color_matrix_last[11]),
text2num(color_matrix_last[12])
)
if(!check_valid_color(cm, usr))
return TRUE
inserted.add_atom_colour(cm, FIXED_COLOUR_PRIORITY)
if(COLORMATE_HSV)
color_to_use = color_matrix_hsv(build_hue, build_sat, build_val)
color_matrix_last = color_to_use
if(!color_to_use || !check_valid_color(color_to_use, user))
to_chat(user, "<span class='notice'>Invalid color.</span>")
return FALSE
inserted.add_atom_colour(color_to_use, FIXED_COLOUR_PRIORITY)
playsound(src, 'sound/effects/spray3.ogg', 50, 1)
temp = "Matrix Painted Successfully!"
return TRUE
/// Produces the preview image of the item, used in the UI, the way the color is not stacking is a sin.
/obj/machinery/gear_painter/proc/build_preview()
if(inserted) //sanity
if(matrix_mode)
var/list/cm = rgb_construct_color_matrix(
var/list/cm
switch(active_mode)
if(COLORMATE_MATRIX)
cm = rgb_construct_color_matrix(
text2num(color_matrix_last[1]),
text2num(color_matrix_last[2]),
text2num(color_matrix_last[3]),
@@ -233,27 +263,24 @@
text2num(color_matrix_last[12])
)
if(!check_valid_color(cm, usr))
temp = "Failed to generate preview: Invalid color!"
return getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
var/cur_color = inserted.color
inserted.color = null
inserted.color = cm
var/icon/preview = getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
inserted.color = cur_color
. = preview
else
if(COLORMATE_TINT)
if(!check_valid_color(activecolor, usr))
temp = "Failed to generate preview: Invalid color!"
return getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
if(COLORMATE_HSV)
cm = color_matrix_hsv(build_hue, build_sat, build_val)
color_matrix_last = cm
if(!check_valid_color(cm, usr))
return getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
var/cur_color = inserted.color
inserted.color = null
inserted.color = activecolor
inserted.color = (active_mode == COLORMATE_TINT ? activecolor : cm)
var/icon/preview = getFlatIcon(inserted, defdir=SOUTH, no_anim=TRUE)
inserted.color = cur_color
temp = ""
. = preview
@@ -261,7 +288,7 @@
if(!islist(cm)) // normal
var/list/HSV = ReadHSV(RGBtoHSV(cm))
if(HSV[3] < minimum_normal_lightness)
temp = "[cm] is far too dark (min lightness [minimum_normal_lightness]!"
temp = "[cm] is too dark (Minimum lightness: [minimum_normal_lightness])"
return FALSE
return TRUE
else // matrix
@@ -275,6 +302,6 @@
COLORTEST("FFFFFF", cm)
#undef COLORTEST
if(passed < minimum_matrix_tests)
temp = "[english_list(color)] is not allowed (passed [passed] out of 4, minimum [minimum_matrix_tests], minimum lightness [minimum_matrix_lightness])."
temp = "Matrix is too dark. (passed [passed] out of [minimum_matrix_tests] required tests. Minimum lightness: [minimum_matrix_lightness])."
return FALSE
return TRUE

View File

@@ -4,7 +4,7 @@ import { Window } from '../layouts';
export const Colormate = (props, context) => {
const { act, data } = useBackend(context);
const { matrixactive, temp } = data;
const { activemode, temp } = data;
const item = data.item || [];
return (
<Window width="980" height="720" resizable>
@@ -39,28 +39,43 @@ export const Colormate = (props, context) => {
<Section>
<Tabs fluid>
<Tabs.Tab
key="0"
selected={!matrixactive}
key="1"
selected={activemode === 1}
onClick={() => act('switch_modes', {
mode: "0",
mode: 1,
})} >
Regular coloring
Tint coloring (Simple)
</Tabs.Tab>
<Tabs.Tab
key="1"
selected={matrixactive}
key="2"
selected={activemode === 2}
onClick={() => act('switch_modes', {
mode: "1",
mode: 2,
})} >
Matrixed coloring
HSV coloring (Normal)
</Tabs.Tab>
<Tabs.Tab
key="3"
selected={activemode === 3}
onClick={() => act('switch_modes', {
mode: 3,
})} >
Matrix coloring (Advanced)
</Tabs.Tab>
</Tabs>
{matrixactive ? (
{}
{activemode === 3 ? (
<>
<center>Coloring: {item.name}</center>
<ColormateMatrix />
</>
) : (
) : activemode === 2 ? (
<>
<center>Coloring: {item.name}</center>
<ColormateHSL />
</>
)
: (
<>
<center>Coloring: {item.name}</center>
<ColormateNoMatrix />
@@ -140,8 +155,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
RR: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.rr}
onChange={(e, value) => act('set_matrix_color', {
color: 1,
@@ -151,8 +167,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
GR: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.gr}
onChange={(e, value) => act('set_matrix_color', {
color: 4,
@@ -162,8 +179,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
BR: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.br}
onChange={(e, value) => act('set_matrix_color', {
color: 7,
@@ -175,8 +193,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
RG: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.rg}
onChange={(e, value) => act('set_matrix_color', {
color: 2,
@@ -186,8 +205,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
GG: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.gg}
onChange={(e, value) => act('set_matrix_color', {
color: 5,
@@ -197,8 +217,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
BG: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.bg}
onChange={(e, value) => act('set_matrix_color', {
color: 8,
@@ -210,8 +231,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
RB: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.rb}
onChange={(e, value) => act('set_matrix_color', {
color: 3,
@@ -221,8 +243,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
GB: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.gb}
onChange={(e, value) => act('set_matrix_color', {
color: 6,
@@ -232,8 +255,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
BB: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.bb}
onChange={(e, value) => act('set_matrix_color', {
color: 9,
@@ -245,8 +269,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
CR: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.cr}
onChange={(e, value) => act('set_matrix_color', {
color: 10,
@@ -256,8 +281,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
CG: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.cg}
onChange={(e, value) => act('set_matrix_color', {
color: 11,
@@ -267,8 +293,9 @@ export const ColormateMatrix = (props, context) => {
<Flex.Item>
CB: <NumberInput
width="50px"
minValue={-1000}
maxValue={1000}
minValue={-10}
maxValue={10}
step={0.01}
value={matrixcolors.cb}
onChange={(e, value) => act('set_matrix_color', {
color: 12,
@@ -278,7 +305,67 @@ export const ColormateMatrix = (props, context) => {
</Flex.Item>
<Flex.Item width="33%">
<Icon name="question-circle" color="blue" /> RG means red will become this much green.<br />
<Icon name="question-circle" color="blue" /> CR means that red will have this much constrast applied to it.
<Icon name="question-circle" color="blue" /> CR means this much red will be added.
</Flex.Item>
</Flex>
</Section>
);
};
export const ColormateHSL = (props, context) => {
const { act, data } = useBackend(context);
const { buildhue, buildsat, buildval } = data;
return (
<Section>
<Flex grow={1} fill>
<Flex.Item width="33%">
<Button
fluid
content="Paint"
icon="fill"
onClick={() => act('paint')} />
<Button
fluid
content="Clear"
icon="eraser"
onClick={() => act('clear')} />
<Button
fluid
content="Eject"
icon="eject"
onClick={() => act('drop')} />
</Flex.Item>
<Flex.Item width="66%">
<Flex.Item>
Hue: <NumberInput
minValue={0}
maxValue={360}
step={1}
value={buildhue}
onDrag={(e, value) => act('set_hue', {
buildhue: value,
})} />
</Flex.Item>
<Flex.Item>
Saturation: <NumberInput
minValue={-10}
maxValue={10}
step={0.01}
value={buildsat}
onDrag={(e, value) => act('set_sat', {
buildsat: value,
})} />
</Flex.Item>
<Flex.Item>
Value: <NumberInput
minValue={-10}
maxValue={10}
step={0.01}
value={buildval}
onDrag={(e, value) => act('set_val', {
buildval: value,
})} />
</Flex.Item>
</Flex.Item>
</Flex>
</Section>