/client var/list/parallax_layers var/list/parallax_layers_cached var/atom/movable/movingmob var/turf/previous_turf var/dont_animate_parallax //world.time of when we can state animate()ing parallax again var/last_parallax_shift //world.time of last update var/parallax_throttle = 0 //ds between updates var/parallax_movedir = 0 var/parallax_layers_max = 3 var/parallax_animate_timer /datum/hud/proc/create_parallax(mob/viewmob) var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client if (!apply_parallax_pref(viewmob)) //don't want shit computers to crash when specing someone with insane parallax, so use the viewer's pref return if(!length(C.parallax_layers_cached)) C.parallax_layers_cached = list() C.parallax_layers_cached += new /obj/screen/parallax_layer/layer_1(null, C.view) C.parallax_layers_cached += new /obj/screen/parallax_layer/layer_2(null, C.view) C.parallax_layers_cached += new /obj/screen/parallax_layer/planet(null, C.view) C.parallax_layers_cached += new /obj/screen/parallax_layer/layer_3(null, C.view) C.parallax_layers = C.parallax_layers_cached.Copy() if (length(C.parallax_layers) > C.parallax_layers_max) C.parallax_layers.len = C.parallax_layers_max C.screen |= (C.parallax_layers) var/obj/screen/plane_master/PM = screenmob.hud_used.plane_masters["[PLANE_SPACE]"] if(screenmob != mymob) C.screen -= locate(/obj/screen/plane_master/parallax_white) in C.screen C.screen += PM PM.color = list( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 1, 1, 0, 0, 0, 0 ) /datum/hud/proc/remove_parallax(mob/viewmob) var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client C.screen -= (C.parallax_layers_cached) var/obj/screen/plane_master/PM = screenmob.hud_used.plane_masters["[PLANE_SPACE]"] if(screenmob != mymob) C.screen -= locate(/obj/screen/plane_master/parallax_white) in C.screen C.screen += PM PM.color = initial(PM.color) C.parallax_layers = null /datum/hud/proc/apply_parallax_pref(mob/viewmob) var/mob/screenmob = viewmob || mymob var/client/C = screenmob.client if(C.prefs) var/pref = C.prefs.parallax if (isnull(pref)) pref = PARALLAX_HIGH switch(C.prefs.parallax) if (PARALLAX_INSANE) C.parallax_throttle = FALSE C.parallax_layers_max = 4 return TRUE if (PARALLAX_MED) C.parallax_throttle = PARALLAX_DELAY_MED C.parallax_layers_max = 2 return TRUE if (PARALLAX_LOW) C.parallax_throttle = PARALLAX_DELAY_LOW C.parallax_layers_max = 1 return TRUE if (PARALLAX_DISABLE) return FALSE C.parallax_throttle = PARALLAX_DELAY_DEFAULT C.parallax_layers_max = 3 return TRUE /datum/hud/proc/update_parallax_pref(mob/viewmob) remove_parallax(viewmob) create_parallax(viewmob) update_parallax() // This sets which way the current shuttle is moving (returns true if the shuttle has stopped moving so the caller can append their animation) /datum/hud/proc/set_parallax_movedir(new_parallax_movedir, skip_windups) . = FALSE var/client/C = mymob.client if(new_parallax_movedir == C.parallax_movedir) return var/animatedir = new_parallax_movedir if(new_parallax_movedir == FALSE) var/animate_time = 0 for(var/thing in C.parallax_layers) var/obj/screen/parallax_layer/L = thing L.icon_state = initial(L.icon_state) L.update_o(C.view) var/T = PARALLAX_LOOP_TIME / L.speed if (T > animate_time) animate_time = T C.dont_animate_parallax = world.time + min(animate_time, PARALLAX_LOOP_TIME) animatedir = C.parallax_movedir var/matrix/newtransform switch(animatedir) if(NORTH) newtransform = matrix(1, 0, 0, 0, 1, 480) if(SOUTH) newtransform = matrix(1, 0, 0, 0, 1,-480) if(EAST) newtransform = matrix(1, 0, 480, 0, 1, 0) if(WEST) newtransform = matrix(1, 0,-480, 0, 1, 0) var/shortesttimer if(!skip_windups) for(var/thing in C.parallax_layers) var/obj/screen/parallax_layer/L = thing var/T = PARALLAX_LOOP_TIME / L.speed if (isnull(shortesttimer)) shortesttimer = T if (T < shortesttimer) shortesttimer = T L.transform = newtransform animate(L, transform = matrix(), time = T, easing = QUAD_EASING | (new_parallax_movedir ? EASE_IN : EASE_OUT), flags = ANIMATION_END_NOW) if (new_parallax_movedir) L.transform = newtransform animate(transform = matrix(), time = T) //queue up another animate so lag doesn't create a shutter C.parallax_movedir = new_parallax_movedir if (C.parallax_animate_timer) deltimer(C.parallax_animate_timer) var/datum/callback/CB = CALLBACK(src, .proc/update_parallax_motionblur, C, animatedir, new_parallax_movedir, newtransform) if(skip_windups) CB.Invoke() else C.parallax_animate_timer = addtimer(CB, min(shortesttimer, PARALLAX_LOOP_TIME), TIMER_CLIENT_TIME|TIMER_STOPPABLE) /datum/hud/proc/update_parallax_motionblur(client/C, animatedir, new_parallax_movedir, matrix/newtransform) C.parallax_animate_timer = FALSE for(var/thing in C.parallax_layers) var/obj/screen/parallax_layer/L = thing if (!new_parallax_movedir) animate(L) continue var/newstate = initial(L.icon_state) var/T = PARALLAX_LOOP_TIME / L.speed if (newstate in icon_states(L.icon)) L.icon_state = newstate L.update_o(C.view) L.transform = newtransform animate(L, transform = matrix(), time = T, loop = -1, flags = ANIMATION_END_NOW) /datum/hud/proc/update_parallax() var/client/C = mymob.client var/turf/posobj = get_turf(C.eye) if(!posobj) return var/area/areaobj = posobj.loc // Update the movement direction of the parallax if necessary (for shuttles) set_parallax_movedir(areaobj.parallax_movedir, FALSE) var/force if(!C.previous_turf || (C.previous_turf.z != posobj.z)) C.previous_turf = posobj force = TRUE if (!force && world.time < C.last_parallax_shift+C.parallax_throttle) return //Doing it this way prevents parallax layers from "jumping" when you change Z-Levels. var/offset_x = posobj.x - C.previous_turf.x var/offset_y = posobj.y - C.previous_turf.y if(!offset_x && !offset_y && !force) return var/last_delay = world.time - C.last_parallax_shift last_delay = min(last_delay, C.parallax_throttle) C.previous_turf = posobj C.last_parallax_shift = world.time for(var/thing in C.parallax_layers) var/obj/screen/parallax_layer/L = thing L.update_status(mymob) if (L.view_sized != C.view) L.update_o(C.view) var/change_x var/change_y if(L.absolute) L.offset_x = -(posobj.x - SSparallax.planet_x_offset) * L.speed L.offset_y = -(posobj.y - SSparallax.planet_y_offset) * L.speed else change_x = offset_x * L.speed L.offset_x -= change_x change_y = offset_y * L.speed L.offset_y -= change_y if(L.offset_x > 240) L.offset_x -= 480 if(L.offset_x < -240) L.offset_x += 480 if(L.offset_y > 240) L.offset_y -= 480 if(L.offset_y < -240) L.offset_y += 480 if(!areaobj.parallax_movedir && C.dont_animate_parallax <= world.time && (offset_x || offset_y) && abs(offset_x) <= max(C.parallax_throttle/world.tick_lag+1,1) && abs(offset_y) <= max(C.parallax_throttle/world.tick_lag+1,1) && (round(abs(change_x)) > 1 || round(abs(change_y)) > 1)) L.transform = matrix(1, 0, offset_x*L.speed, 0, 1, offset_y*L.speed) animate(L, transform=matrix(), time = last_delay) L.screen_loc = "CENTER-7:[round(L.offset_x,1)],CENTER-7:[round(L.offset_y,1)]" /atom/movable/proc/update_parallax_contents() if(length(client_mobs_in_contents)) for(var/thing in client_mobs_in_contents) var/mob/M = thing if(M && M.client && M.hud_used && length(M.client.parallax_layers)) M.hud_used.update_parallax() /mob/proc/update_parallax_teleport() //used for arrivals shuttle if(client && client.eye && hud_used && length(client.parallax_layers)) var/area/areaobj = get_area(client.eye) hud_used.set_parallax_movedir(areaobj.parallax_movedir, TRUE) /obj/screen/parallax_layer icon = 'icons/effects/parallax.dmi' var/speed = 1 var/offset_x = 0 var/offset_y = 0 var/view_sized var/absolute = FALSE blend_mode = BLEND_ADD plane = PLANE_SPACE_PARALLAX screen_loc = "CENTER-7,CENTER-7" mouse_opacity = MOUSE_OPACITY_TRANSPARENT /obj/screen/parallax_layer/Initialize(mapload, view) . = ..() if (!view) view = world.view update_o(view) /obj/screen/parallax_layer/proc/update_o(view) if (!view) view = world.view var/list/viewscales = getviewsize(view) var/countx = CEILING((viewscales[1]/2)/(480/world.icon_size), 1)+1 var/county = CEILING((viewscales[2]/2)/(480/world.icon_size), 1)+1 var/list/new_overlays = new for(var/x in -countx to countx) for(var/y in -county to county) if(x == 0 && y == 0) continue var/mutable_appearance/texture_overlay = mutable_appearance(icon, icon_state) texture_overlay.transform = matrix(1, 0, x*480, 0, 1, y*480) new_overlays += texture_overlay cut_overlays() add_overlay(new_overlays) view_sized = view /obj/screen/parallax_layer/proc/update_status(mob/M) return /obj/screen/parallax_layer/layer_1 icon_state = "layer1" speed = 0.6 layer = 1 /obj/screen/parallax_layer/layer_2 icon_state = "layer2" speed = 1 layer = 2 /obj/screen/parallax_layer/layer_3 icon_state = "layer3" speed = 1.4 layer = 3 /obj/screen/parallax_layer/planet icon_state = "planet" blend_mode = BLEND_OVERLAY absolute = TRUE //Status of seperation speed = 3 layer = 30 /obj/screen/parallax_layer/planet/update_status(mob/M) var/turf/T = get_turf(M) if(is_station_level(T.z)) invisibility = 0 else invisibility = INVISIBILITY_ABSTRACT /obj/screen/parallax_layer/planet/update_o() return //Shit wont move