Files
Yogstation/code/datums/view.dm
Chubbygummibear 0fda5cfc6a Icon smoothing, and Rendering overhaul, and Camera fix, and mapmerge.py fix, and Multi-z, and THE PLANE CUBE (#21221)
* why no work

angy

* weird errors

shit sucks

* fixved it

I can spell good

* fix?

POSSIBLY

* nope

wasnt this

* no more immutable

thhanks koffee

* ok

ok

* removes all the pref stuff

""removes""

* remove this

idiot

* this goes bye

 bye

* these go too

genius

* bye

bye

* better night vision

* tries to fix camera

maybe

* ok fuck it we ball

we ball

* ok lets go back

go back go back go back

* WORK

DAMNIT

* ha

fuc kyou

* this

maybe

* this doesnt work :(

* maybe fix

maybe

* fucks everything

why do i do this

* test update

test

* Revert "tries to fix camera"

This reverts commit 2d14fbae66.

* reverts everything I just did

peko pain

* bye

bitch

* oh yeah add this

I guess

* Fucks up the camera net + chunk

why

* test maybe revert

* Revert "test maybe revert"

This reverts commit 98c5ef1b93.

* Revert "Fucks up the camera net + chunk"

This reverts commit 0e421ebf5f.

* this isnt going well

uh oh

* Attempts to rework out security camera

and probably more

* Revert "this isnt going well"

This reverts commit 1d8ceac867.

* Revert "Revert "this isnt going well""

This reverts commit e26fb61415.

* ok

ok

* Revert "ok"

This reverts commit 7e7a7f8372.

* Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit"

This reverts commit 01094731c1, reversing
changes made to c0cf69ebf1.

* this doesn't need to be redefined

I guess

* no we need this

totally

* a familiar pain

* 515 is L

* yeah

yeah

* ok god

fine

* bye bye basemap :(

doesnt work on runtime station

* Fixes AI statis not working

god im good

* remove this

oh god

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into NahI'dPortit""

This reverts commit b3fb3ba0db.

* proves to god I exist

and im pissed

* yog exclusive feature (tm)

plane master

* bring this back from previous push

* updates vendor emissives

as well as firealarms

* Updates barsign

and fucks everything up

* Fixes barsigns breaks all lights and updates barsigns to be machines and not structures

We will address this in a later patch

* not sure who changed that

oh well

* yeah

this got moved

* this needs updating

yeah

* turns off the carbon monoxide alarm

duh

* FIXES IT YES

thank you biome

* turns this off too

yeah

* Can't compile yet but ports a ton of shit

* L

* the game opens ig

* extra shit

* fixes

* signals and smooth queue

* look ma im going horribly out of scope

* fixes chasms

* this fixed nothing

* ???

* more barsigns

for later

* forgive me cowboy. also fuck diagonals

* oops

we need this apparently

* fuck it we ball

* Update _lists.dm

* Update icon_smoothing.dm

* it now works kinda

* Update atom_initializing_EXPENSIVE.dm

* lighting don't work

* we have light

* sort turfs better

* big fucking reorganize

* like everything except templates

* boy i sure hope nothing bad happens to these bar templates

* we're back

* no runtimes baby

* no errors

* shuttles are almost fixed i think

* Revert "shuttles are almost fixed i think"

This reverts commit 046058827c.

* Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing"

This reverts commit 863e1b776d, reversing
changes made to 884623e600.

* Revert "no errors"

This reverts commit 884623e600.

* too far back i think

* midround smoothing runtimes fixed i think

* comment cleanup

* should fix the component runtimes

* Revert "Revert "Merge remote-tracking branch 'upstream/master' into icon_smoothing""

This reverts commit a8ff8d63aa.

* NO RUNTIMES AND ICEMETA WORKS LET'S GOOOOOO

* please stay fixed icemeta

* organizing render dms

* woops this too in the reorganizing

* cryo fixed

* nah, i'd win

* parallax isn't my problem

* pls don't break icemeta

* runtime station gets a cam console

* well it compiles

* maybe fix the map

* woops

* man i hate maps

* was that it?

* PLEASE

* missing focus tests

* maybe that was it

* maybe

* let's take the batteries out of the carbon monoxide detector

* fuck osha

* i hate vending machines

* that's not a computer

* slot machine fix

* PLEASE

* that wasn't supposed to be there

* fuck it i can't fix everything at once

* BLUESPACE LOCKER?

* literally why

* hhh

* does this fix chasms?

* that should fix bad index

* please?

* turf_flags for reservations

* haha oops

* yolo (kill me)

* fix wood walls and other walls

* fix stairs

* that might have fixed shittles

* baseturfs are good now i think

* should fix plasma windows

* decals fixed

* please fix changelog

* shuttle lighting still fucky

* lighting is stinky slow and doesn't finish updating by the time the server starts guh

* lighting seemingly works

* slipping works

* shuttle sounds, slips, and windoors fixed

* why am i here

* fuck the changelog

* of course someone touched smoothing as i'm almost done

* we good?

* updating ai_eye and rename

* z updates and more ai cam updates

* ice fixed

* weather and ice fix

* clockies can see and other clean up catches

* windows fixed

* cowbot forgive me i'm trying to update flashlights to tg because there's no light on lower multi-z z's like ice meta bottom floor

* movable lighting works on multi-z

* gps fix

* item stacking from drag works

* falsewall fix

* job panel fixed

* AI HANDLED

* woops that comment should be gone

* i hate ai i hate ai

* brass glass visible again

* vents on top of tiles now

* sigdrobe sprite back

* centcomm portals work

* portals and see openspace mapping icons fixed

* icemeta my behated

* kill

* is that it

* lighting cutoff is old hat

* angery overlay

* not super necessary

* also extra but whatever

* ticker but thicker

* job fix i hope

* this isn't needed anymore

* latejoin fix?

* laserpointer, pipecrawl, and some consoles fixed

* i hate fixing bugs as they're made

* we're not ready for that

* redef cleanup

* gps arrows, gun flashlights, shuttle console placement, multi-z pulling fixed

* goofy ah gun code

* this was a good idea and necessary

* should fix caltrop component

* does this please the linter

* linter please accept this async function

* THERE

* take the batteries out

* make it stop

* cowbot stopped me from letting ghosts dab

* recycler loc fix

* fix border firedoors not blocking movement

* should fix screen fade out and fade in on round start and end

* darker command tile trim and fixed bronze wall sprites

* fuck you linter

* railings actually stop you from leaving

* probably fixes gibtonite overlay when struck

* armaments dispenser and clockwork catwalk

* turbine fix probably

* pointing at inhand items should be fixed

* fix overwatch app

* should hopefully fix cable rotation on shuttle move

* flashlights have better directionality logic

* hopefully fixes shuttle atmos on move

* grilles fixed

* hopefully this fixes shuttle buttons, airolocks, and other machinery not working after moving

* ice meta mining area finally not freezing

* fix lightbulb icons not updating

* lava mask and lighting dots

* we actually have this

* fuck glowshrooms GC

* fix light fixture interactions and icon updates

* hopefully catches all the updates

* lava lighting good to go

* seclite was missing inhands

* smoothing in replays

* light updates accurate in replays

* biome's multi-z requests

---------

Co-authored-by: cowbot92 <75333826+cowbot92@users.noreply.github.com>
Co-authored-by: Molti <gamingjoelouis@gmail.com>
Co-authored-by: Ringalong <53777086+JohnFulpWillard@users.noreply.github.com>
2024-02-18 13:16:55 -06:00

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//This is intended to be a full wrapper. DO NOT directly modify its values
///Container for client viewsize
/datum/viewData
/// Width offset to apply to the default view string if we're not supressed for some reason
var/width = 0
/// Height offset to apply to the default view string, see above
var/height = 0
/// This client's current "default" view, in the format "WidthxHeight"
/// We add/remove from this when we want to change their window size
var/default = ""
/// This client's current zoom level, if it's not being supressed
/// If it's 0, we autoscale to the size of the window. Otherwise it's treated as the ratio between
/// the pixels on the map and output pixels. Only looks proper nice in increments of whole numbers (iirc)
/// Stored here so other parts of the code have a non blocking way of getting a user's functional zoom
var/zoom = 0
/// If the view is currently being supressed by some other "monitor"
/// For when you want to own the client's eye without fucking with their viewport
/// Doesn't make sense for a binocoler to effect your view in a camera console
var/is_suppressed = FALSE
/// The client that owns this view packet
var/client/chief = null
/datum/viewData/New(client/owner, view_string)
default = view_string
chief = owner
apply()
/datum/viewData/proc/setDefault(string)
default = string
apply()
/datum/viewData/proc/afterViewChange()
if(isZooming())
assertFormat()
else
resetFormat()
if(chief?.mob)
SEND_SIGNAL(chief.mob, COMSIG_VIEWDATA_UPDATE, getView())
/datum/viewData/proc/assertFormat()//T-Pose
winset(chief, "mapwindow.map", "zoom=0")
zoom = 0
/datum/viewData/proc/resetFormat()//Cuck
zoom = chief?.prefs.read_preference(/datum/preference/numeric/pixel_size)
winset(chief, "mapwindow.map", "zoom=[zoom]")
//chief?.attempt_auto_fit_viewport() // If you change zoom mode, fit the viewport
/datum/viewData/proc/setZoomMode()
winset(chief, "mapwindow.map", "zoom-mode=[chief.prefs.read_preference(/datum/preference/choiced/scaling_method)]")
/datum/viewData/proc/isZooming()
return (width || height)
/datum/viewData/proc/resetToDefault()
width = 0
height = 0
apply()
/datum/viewData/proc/add(toAdd)
width += toAdd
height += toAdd
apply()
/datum/viewData/proc/addTo(toAdd)
var/list/shitcode = getviewsize(toAdd)
width += shitcode[1]
height += shitcode[2]
apply()
/datum/viewData/proc/setTo(toAdd)
var/list/shitcode = getviewsize(toAdd) //Backward compatability to account
width = shitcode[1] //for a change in how sizes get calculated. we used to include world.view in
height = shitcode[2] //this, but it was jank, so I had to move it
apply()
/datum/viewData/proc/setBoth(wid, hei)
width = wid
height = hei
apply()
/datum/viewData/proc/setWidth(wid)
width = wid
apply()
/datum/viewData/proc/setHeight(hei)
width = hei
apply()
/datum/viewData/proc/addToWidth(toAdd)
width += toAdd
apply()
/datum/viewData/proc/addToHeight(screen, toAdd)
height += toAdd
apply()
/datum/viewData/proc/apply()
chief?.change_view(getView())
afterViewChange()
/datum/viewData/proc/supress()
is_suppressed = TRUE
apply()
/datum/viewData/proc/unsupress()
is_suppressed = FALSE
apply()
/datum/viewData/proc/getView()
var/list/temp = getviewsize(default)
if(is_suppressed)
return "[temp[1]]x[temp[2]]"
return "[width + temp[1]]x[height + temp[2]]"
/datum/viewData/proc/zoomIn()
resetToDefault()
animate(chief, pixel_x = 0, pixel_y = 0, 0, FALSE, LINEAR_EASING, ANIMATION_END_NOW)
/datum/viewData/proc/zoomOut(radius = 0, offset = 0, direction = FALSE)
if(direction)
var/_x = 0
var/_y = 0
switch(direction)
if(NORTH)
_y = offset
if(EAST)
_x = offset
if(SOUTH)
_y = -offset
if(WEST)
_x = -offset
animate(chief, pixel_x = world.icon_size*_x, pixel_y = world.icon_size*_y, 0, FALSE, LINEAR_EASING, ANIMATION_END_NOW)
//Ready for this one?
setTo(radius)
/proc/getScreenSize(widescreen)
if(widescreen)
return CONFIG_GET(string/default_view)
return CONFIG_GET(string/default_view_square)