diff --git a/code/_helpers/icons.dm b/code/_helpers/icons.dm index 74607efe057..a2e4664055f 100644 --- a/code/_helpers/icons.dm +++ b/code/_helpers/icons.dm @@ -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 "" + + //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 "" + +//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)