Fixed coloring, overlays on overlays, and blood trails.

This commit is contained in:
YotaXP
2014-02-18 16:54:22 -05:00
parent ee58c42570
commit 35ba26b3ea
4 changed files with 74 additions and 68 deletions

View File

@@ -624,25 +624,59 @@ as a single icon. Useful for when you want to manipulate an icon via the above a
The _flatIcons list is a cache for generated icon files.
*/
proc
getFlatIcon(atom/A, dir) // 1 = use cache, 2 = override cache, 0 = ignore cache
proc // Creates a single icon from a given /atom or /image. Only the first argument is required.
getFlatIcon(image/A, defdir=A.dir, deficon=A.icon, defstate=A.icon_state, defblend=A.blend_mode)
// We start with a blank canvas, otherwise some icon procs crash silently
var/icon/flat = icon('icons/effects/effects.dmi', "nothing") // Final flattened icon
if(!A)
return flat
if(A.alpha <= 0)
return flat
var/noIcon = FALSE
var/curicon
if(A.icon)
curicon = A.icon
else
curicon = deficon
if(!curicon)
noIcon = TRUE // Do not render this object.
var/curstate
if(A.icon_state)
curstate = A.icon_state
else
curstate = defstate
if(!noIcon && !(curstate in icon_states(curicon)))
if("" in icon_states(curicon))
curstate = ""
else
noIcon = TRUE // Do not render this object.
var/curdir
if(A.dir)
curdir = A.dir
else
curdir = defdir
var/curblend
if(A.blend_mode == BLEND_DEFAULT)
curblend = defblend
else
curblend = A.blend_mode
// Layers will be a sorted list of icons/overlays, based on the order in which they are displayed
var/list/layers = list()
// dir defaults to A's dir
if(!dir) dir = A.dir
// Add the atom's icon itself
if(A.icon)
var/list/states = icon_states(A.icon)
var/image/copy
if(A.icon_state in states)
// Make a copy without pixel_x/y settings
copy = image(icon=A.icon, icon_state=A.icon_state, layer=A.layer, dir=dir)
layers[copy] = A.layer
else if("" in states)
copy = image(icon=A.icon, icon_state="", layer=A.layer, dir=dir)
layers[copy] = A.layer
var/image/copy
// Add the atom's icon itself, without pixel_x/y offsets.
if(!noIcon)
copy = image(icon=curicon, icon_state=curstate, layer=A.layer, dir=curdir)
copy.color = A.color
copy.alpha = A.alpha
copy.blend_mode = curblend
layers[copy] = A.layer
// Loop through the underlays, then overlays, sorting them into the layers list
var/list/process = A.underlays // Current list being processed
@@ -658,7 +692,7 @@ proc
if(!current) continue
currentLayer = current:layer
if(currentLayer<0) // Special case for FLY_LAYER
if(currentLayer <= -1000) return 0
if(currentLayer <= -1000) return flat
if(pSet == 0) // Underlay
currentLayer = A.layer+currentLayer/1000
else // Overlay
@@ -684,8 +718,6 @@ proc
else // All done
break
// We start with a blank canvas, otherwise some icon procs crash silently
var/icon/flat = icon('icons/effects/effects.dmi', "nothing") // Final flattened icon
var/icon/add // Icon of overlay being added
// Current dimensions of flattened icon
@@ -698,23 +730,11 @@ proc
if(I:alpha == 0)
continue
if(I:icon)
if(I:icon_state)
// Has icon and state set
add = icon(I:icon, I:icon_state)
else
if(A.icon_state in icon_states(I:icon))
// Inherits icon_state from atom
add = icon(I:icon, A.icon_state)
else
// Uses default state ("")
add = icon(I:icon)
else if(I:icon_state)
// Inherits icon from atom
add = icon(A.icon, I:icon_state)
else
// Unknown
continue
if(I == copy) // 'I' is an /image based on the object being flattened.
curblend = BLEND_OVERLAY
add = icon(I:icon, I:icon_state, I:dir)
else // 'I' is an appearance object.
add = getFlatIcon(new/image(I), curdir, curicon, curstate, curblend)
// Find the new dimensions of the flat icon to fit the added overlay
addX1 = min(flatX1, I:pixel_x+1)
@@ -722,30 +742,21 @@ proc
addY1 = min(flatY1, I:pixel_y+1)
addY2 = max(flatY2, I:pixel_y+add.Height())
if(I:color)
add.Blend(I:color, ICON_MULTIPLY)
if(I:alpha < 255)
add.Blend(rgb(255, 255, 255, I:alpha), ICON_MULTIPLY)
if(addX1!=flatX1 || addX2!=flatX2 || addY1!=flatY1 || addY2!=flatY2)
// Resize the flattened icon so the new icon fits
flat.Crop(addX1-flatX1+1, addY1-flatY1+1, addX2-flatX1+1, addY2-flatY1+1)
flatX1=addX1;flatX2=addX2
flatY1=addY1;flatY2=addY2
var/blendMode = I:blend_mode
if(blendMode == BLEND_DEFAULT)
blendMode = A.blend_mode
switch(blendMode)
if(BLEND_MULTIPLY) blendMode = ICON_MULTIPLY
if(BLEND_ADD) blendMode = ICON_ADD
if(BLEND_SUBTRACT) blendMode = ICON_SUBTRACT
else blendMode = ICON_OVERLAY
// Blend the overlay into the flattened icon
flat.Blend(add,blendMode,I:pixel_x+2-flatX1,I:pixel_y+2-flatY1)
flat.Blend(add, blendMode2iconMode(curblend), I:pixel_x + 2 - flatX1, I:pixel_y + 2 - flatY1)
return flat
if(A.color)
flat.Blend(A.color, ICON_MULTIPLY)
if(A.alpha < 255)
flat.Blend(rgb(255, 255, 255, A.alpha), ICON_MULTIPLY)
return icon(flat, "", SOUTH)
getIconMask(atom/A)//By yours truly. Creates a dynamic mask for a mob/whatever. /N
var/icon/alpha_mask = new(A.icon,A.icon_state)//So we want the default icon and icon state of A.

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@@ -265,6 +265,13 @@ proc/tg_list2text(list/list, glue=",")
/proc/angle2text(var/degree)
return dir2text(angle2dir(degree))
//Converts a blend_mode constant to one acceptable to icon.Blend()
/proc/blendMode2iconMode(blend_mode)
switch(blend_mode)
if(BLEND_MULTIPLY) return ICON_MULTIPLY
if(BLEND_ADD) return ICON_ADD
if(BLEND_SUBTRACT) return ICON_SUBTRACT
else return ICON_OVERLAY
//Converts a rights bitfield into a string
/proc/rights2text(rights, seperator="", list/adds, list/subs)

View File

@@ -93,7 +93,7 @@ var/record_id_num = 1001
L.fields["b_dna"] = H.dna.unique_enzymes
L.fields["enzymes"] = H.dna.struc_enzymes
L.fields["identity"] = H.dna.uni_identity
L.fields["image"] = getFlatIcon(H,0) //This is god-awful
L.fields["image"] = getFlatIcon(H) //This is god-awful
locked += L
return

View File

@@ -157,7 +157,6 @@
var/j
for(var/i = 1 to atoms.len)
var/atom/c = atoms[i]
j = sorted.len
for(j = sorted.len, j > 0, --j)
var/atom/c2 = sorted[j]
if(c2.layer <= c.layer)
@@ -171,30 +170,19 @@
if(istype(A, /mob/living) && A:lying)
img.Turn(A:lying)
var/blendMode = A.blend_mode
switch(blendMode)
if(BLEND_MULTIPLY) blendMode = ICON_MULTIPLY
if(BLEND_ADD) blendMode = ICON_ADD
if(BLEND_SUBTRACT) blendMode = ICON_SUBTRACT
else blendMode = ICON_OVERLAY
var/offX = 32 * (A.x - center.x) + A.pixel_x + 33
var/offY = 32 * (A.y - center.y) + A.pixel_y + 33
if(istype(A, /atom/movable))
offX += A:step_x
offY += A:step_y
if(istype(img, /icon))
res.Blend(new/icon(img, "", A.dir), blendMode, offX, offY)
res.Blend(img, blendMode2iconMode(A.blend_mode), offX, offY)
if(istype(A, /obj/item/blueprints))
blueprints = 1
for(var/turf/T in turfs)
//res.Blend(getFlatIcon(T.loc), ICON_OVERLAY, 32 * (T.x - center.x) + 33, 32 * (T.y - center.y) + 33)
var/image/shading = T.loc:lighting_overlay
if(istype(shading))
res.Blend(icon(shading.icon, shading.icon_state), ICON_OVERLAY, 32 * (T.x - center.x) + 33, 32 * (T.y - center.y) + 33)
res.Blend(getFlatIcon(T.loc), blendMode2iconMode(T.blend_mode), 32 * (T.x - center.x) + 33, 32 * (T.y - center.y) + 33)
return res