Some useful to have icon procs

This commit is contained in:
ItsSelis
2022-12-11 15:00:55 +01:00
parent cc3659c048
commit fe27f18c37
+181
View File
@@ -504,3 +504,184 @@ GLOBAL_LIST_EMPTY(cached_examine_icons)
//Animate it growing
animate(img, alpha = 0, transform = matrix()*grow_to, time = anim_duration, loop = loops)
/// generates a filename for a given asset.
/// like generate_asset_name(), except returns the rsc reference and the rsc file hash as well as the asset name (sans extension)
/// used so that certain asset files dont have to be hashed twice
/proc/generate_and_hash_rsc_file(file, dmi_file_path)
var/rsc_ref = fcopy_rsc(file)
var/hash
//if we have a valid dmi file path we can trust md5'ing the rsc file because we know it doesnt have the bug described in http://www.byond.com/forum/post/2611357
if(dmi_file_path)
hash = md5(rsc_ref)
else //otherwise, we need to do the expensive fcopy() workaround
hash = md5asfile(rsc_ref)
return list(rsc_ref, hash, "asset.[hash]")
///given a text string, returns whether it is a valid dmi icons folder path
/proc/is_valid_dmi_file(icon_path)
if(!istext(icon_path) || !length(icon_path))
return FALSE
var/is_in_icon_folder = findtextEx(icon_path, "icons/")
var/is_dmi_file = findtextEx(icon_path, ".dmi")
if(is_in_icon_folder && is_dmi_file)
return TRUE
return FALSE
/// given an icon object, dmi file path, or atom/image/mutable_appearance, attempts to find and return an associated dmi file path.
/// a weird quirk about dm is that /icon objects represent both compile-time or dynamic icons in the rsc,
/// but stringifying rsc references returns a dmi file path
/// ONLY if that icon represents a completely unchanged dmi file from when the game was compiled.
/// so if the given object is associated with an icon that was in the rsc when the game was compiled, this returns a path. otherwise it returns ""
/proc/get_icon_dmi_path(icon/icon)
/// the dmi file path we attempt to return if the given object argument is associated with a stringifiable icon
/// if successful, this looks like "icons/path/to/dmi_file.dmi"
var/icon_path = ""
if(isatom(icon) || istype(icon, /image) || istype(icon, /mutable_appearance))
var/atom/atom_icon = icon
icon = atom_icon.icon
//atom icons compiled in from 'icons/path/to/dmi_file.dmi' are weird and not really icon objects that you generate with icon().
//if theyre unchanged dmi's then they're stringifiable to "icons/path/to/dmi_file.dmi"
if(isicon(icon) && isfile(icon))
//icons compiled in from 'icons/path/to/dmi_file.dmi' at compile time are weird and arent really /icon objects,
///but they pass both isicon() and isfile() checks. theyre the easiest case since stringifying them gives us the path we want
var/icon_ref = "\ref[icon]"
var/locate_icon_string = "[locate(icon_ref)]"
icon_path = locate_icon_string
else if(isicon(icon) && "[icon]" == "/icon")
// icon objects generated from icon() at runtime are icons, but they ARENT files themselves, they represent icon files.
// if the files they represent are compile time dmi files in the rsc, then
// the rsc reference returned by fcopy_rsc() will be stringifiable to "icons/path/to/dmi_file.dmi"
var/rsc_ref = fcopy_rsc(icon)
var/icon_ref = "\ref[rsc_ref]"
var/icon_path_string = "[locate(icon_ref)]"
icon_path = icon_path_string
else if(istext(icon))
var/rsc_ref = fcopy_rsc(icon)
//if its the text path of an existing dmi file, the rsc reference returned by fcopy_rsc() will be stringifiable to a dmi path
var/rsc_ref_ref = "\ref[rsc_ref]"
var/rsc_ref_string = "[locate(rsc_ref_ref)]"
icon_path = rsc_ref_string
if(is_valid_dmi_file(icon_path))
return icon_path
return FALSE
/**
* generate an asset for the given icon or the icon of the given appearance for [thing], and send it to any clients in target.
* Arguments:
* * thing - either a /icon object, or an object that has an appearance (atom, image, mutable_appearance).
* * target - either a reference to or a list of references to /client's or mobs with clients
* * icon_state - string to force a particular icon_state for the icon to be used
* * dir - dir number to force a particular direction for the icon to be used
* * frame - what frame of the icon_state's animation for the icon being used
* * moving - whether or not to use a moving state for the given icon
* * sourceonly - if TRUE, only generate the asset and send back the asset url, instead of tags that display the icon to players
* * extra_clases - string of extra css classes to use when returning the icon string
*/
/proc/icon2html(atom/thing, client/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/icon2collapse = thing
if (!target)
return
if (target == world)
target = GLOB.clients
var/list/targets
if (!islist(target))
targets = list(target)
else
targets = target
if(!length(targets))
return
//check if the given object is associated with a dmi file in the icons folder. if it is then we dont need to do a lot of work
//for asset generation to get around byond limitations
var/icon_path = get_icon_dmi_path(thing)
if (!isicon(icon2collapse))
if (isfile(thing)) //special snowflake
//var/name = SANITIZE_FILENAME("[generate_asset_name(thing)].png")
var/name = "[generate_asset_name(thing)].png"
if (!SSassets.cache[name])
register_asset(name, thing)
for (var/thing2 in targets)
send_asset(thing2, name)
if(sourceonly)
return get_asset_url(name)
return "<img class='[extra_classes] icon icon-misc' src='[get_asset_url(name)]'>"
//its either an atom, image, or mutable_appearance, we want its icon var
icon2collapse = thing.icon
if (isnull(icon_state))
icon_state = thing.icon_state
//Despite casting to atom, this code path supports mutable appearances, so let's be nice to them
//if(isnull(icon_state) || (isatom(thing) && thing.flags_1 & HTML_USE_INITAL_ICON_1))
if(isnull(icon_state) || isatom(thing))
icon_state = initial(thing.icon_state)
if (isnull(dir))
dir = initial(thing.dir)
if (isnull(dir))
dir = thing.dir
if (ishuman(thing)) // Shitty workaround for a BYOND issue.
var/icon/temp = icon2collapse
icon2collapse = icon()
icon2collapse.Insert(temp, dir = SOUTH)
dir = SOUTH
else
if (isnull(dir))
dir = SOUTH
if (isnull(icon_state))
icon_state = ""
icon2collapse = icon(icon2collapse, icon_state, dir, frame, moving)
var/list/name_and_ref = generate_and_hash_rsc_file(icon2collapse, icon_path)//pretend that tuples exist
var/rsc_ref = name_and_ref[1] //weird object thats not even readable to the debugger, represents a reference to the icons rsc entry
var/file_hash = name_and_ref[2]
key = "[name_and_ref[3]].png"
if(!SSassets.cache[key])
register_asset(key, rsc_ref, file_hash, icon_path)
for (var/client_target in targets)
send_asset(client_target, key)
if(sourceonly)
return get_asset_url(key)
return "<img class='[extra_classes] icon icon-[icon_state]' src='[get_asset_url(key)]'>"
//Costlier version of icon2html() that uses getFlatIcon() 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 = getFlatIcon(thing)
return icon2html(I, target, sourceonly = sourceonly)