Remove features that are obsolete in 0.8
This commit is contained in:
@@ -1,3 +1,8 @@
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## In development
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### Feature removals
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- The door icons now have outlines by defualt in Foundry. As a result the "Door Icon Outline" feature was removed.
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- Secret doors now have a different icon from regular doors in Foundry, making the "Tint Secret Doors" feature redundant. As a result it was removed.
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## 1.2.6
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### Compatibility
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- Smart Doors now uses the libwrapper module and as a result is now compatible with the module "FoundryVTT Arms Reach"
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@@ -10,11 +10,6 @@ Makes doors smarter. Allows doors to synchronize across multiple scenes and send
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Door Control icons will be rendered the same size in every scene, regardless of the configured grid size. The size of the icons is configurable.
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### Door Control Outline
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Door Control icons will be rendered with an outline to improve their visibility on bright backgrounds.
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### Tint Secret Doors
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@@ -1,18 +1,10 @@
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{
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"smart-doors": {
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"settings": {
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"doorControlOutline": {
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"name": "Door Control Outline",
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"hint": "Draw outlines around Door Control icons to increase their visiblity"
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},
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"doorControlSizeFactor": {
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"name": "Door Control Size Factor",
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"hint": "Defines by which factor the size of the door control icons should be scaled up"
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},
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"highlightSecretDoors": {
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"name": "Tint Secret Doors",
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"hint": "Shade secret doors in a different color on the gm screen to differentiate them from normal doors"
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},
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"lockedDoorAlert": {
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"name": "Locked Door Alert",
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"hint": "Send a message in chat when a player tried to open a locked door"
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@@ -1,152 +0,0 @@
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/*
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This is a modified version of the PIXI outline filter (https://github.com/pixijs/pixi-filters/tree/master/filters/outline)
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and is licensed under the MIT license.
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The MIT License
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Copyright (c) 2013-2017 Mathew Groves, Chad Engler
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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*/
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const vertex = `attribute vec2 aVertexPosition;
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attribute vec2 aTextureCoord;
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uniform mat3 projectionMatrix;
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varying vec2 vTextureCoord;
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void main(void)
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{
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gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
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vTextureCoord = aTextureCoord;
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}`
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const fragment = `varying vec2 vTextureCoord;
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uniform sampler2D uSampler;
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uniform vec2 thickness;
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uniform vec4 outlineColor;
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uniform vec4 filterClamp;
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const float DOUBLE_PI = 3.14159265358979323846264 * 2.;
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void main(void) {
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vec4 ownColor = texture2D(uSampler, vTextureCoord);
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vec4 curColor;
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float maxAlpha = 0.;
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vec2 displaced;
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for (float angle = 0.; angle <= DOUBLE_PI; angle += \${angleStep}) {
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displaced.x = vTextureCoord.x + thickness.x * cos(angle);
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displaced.y = vTextureCoord.y + thickness.y * sin(angle);
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curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw));
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maxAlpha = max(maxAlpha, curColor.a);
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}
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float resultAlpha = max(maxAlpha, ownColor.a);
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// Original line:
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// gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha);
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gl_FragColor = vec4(ownColor.rgb + outlineColor.rgb * (resultAlpha - ownColor.a), resultAlpha);
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}
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`
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/**
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* OutlineFilter, originally by mishaa
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* http://www.html5gamedevs.com/topic/10640-outline-a-sprite-change-certain-colors/?p=69966
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* http://codepen.io/mishaa/pen/emGNRB<br>
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* 
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*
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* @class
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* @extends PIXI.Filter
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* @memberof PIXI.filters
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* @see {@link https://www.npmjs.com/package/@pixi/filter-outline|@pixi/filter-outline}
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* @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters}
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* @param {number} [thickness=1] The tickness of the outline. Make it 2 times more for resolution 2
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* @param {number} [color=0x000000] The color of the outline.
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* @param {number} [quality=0.1] The quality of the outline from `0` to `1`, using a higher quality
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* setting will result in slower performance and more accuracy.
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*
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* @example
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* someSprite.filters = [new OutlineFilter(2, 0x99ff99)];
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*/
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class OutlineFilter extends PIXI.Filter {
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constructor(thickness = 1, color = 0x000000, quality = 0.1) {
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const samples = Math.max(
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quality * OutlineFilter.MAX_SAMPLES,
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OutlineFilter.MIN_SAMPLES
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);
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const angleStep = (Math.PI * 2 / samples).toFixed(7);
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super(vertex, fragment.replace(/\$\{angleStep\}/, angleStep));
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this.uniforms.thickness = new Float32Array([0, 0]);
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/**
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* The thickness of the outline.
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* @member {number}
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* @default 1
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*/
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this.thickness = thickness;
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this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1]);
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this.color = color;
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this.quality = quality;
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}
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apply(filterManager, input, output, clear) {
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this.uniforms.thickness[0] = this.thickness / input._frame.width;
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this.uniforms.thickness[1] = this.thickness / input._frame.height;
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filterManager.applyFilter(this, input, output, clear);
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}
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/**
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* The color of the glow.
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* @member {number}
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* @default 0x000000
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*/
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get color() {
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return PIXI.utils.rgb2hex(this.uniforms.outlineColor);
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}
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set color(value) {
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PIXI.utils.hex2rgb(value, this.uniforms.outlineColor);
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}
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}
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/**
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* The minimum number of samples for rendering outline.
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* @static
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* @member {number} MIN_SAMPLES
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* @memberof PIXI.filters.OutlineFilter
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* @default 1
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*/
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OutlineFilter.MIN_SAMPLES = 1;
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/**
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* The maximum number of samples for rendering outline.
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* @static
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* @member {number} MAX_SAMPLES
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* @memberof PIXI.filters.OutlineFilter
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* @default 100
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*/
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OutlineFilter.MAX_SAMPLES = 100;
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export { OutlineFilter };
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@@ -1,24 +0,0 @@
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import {settingsKey} from "../settings.js"
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import {OutlineFilter} from "../../lib/outline_filter/outline_filter.js"
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export function onDoorControlPostDraw() {
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if (!game.settings.get(settingsKey, "doorControlOutline"))
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return
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const types = CONST.WALL_DOOR_TYPES
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if (this.wall.data.door === types.NONE)
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return
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// Remove all OutlineFilters from current filters
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let pixiFilters = this.icon.filters || []
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pixiFilters = pixiFilters.filter(pixiFilter => !(pixiFilter instanceof OutlineFilter))
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let outlineFilter;
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if (this.wall.data.door === types.SECRET && game.settings.get(settingsKey, "highlightSecretDoors"))
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outlineFilter = new OutlineFilter(1, 0xFFFFFF)
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else
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outlineFilter = new OutlineFilter(1, 0x000000)
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pixiFilters.push(outlineFilter)
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this.icon.filters = pixiFilters
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}
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@@ -1,34 +0,0 @@
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import {settingsKey} from "../settings.js"
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const SECRET_DOOR_TINT = 0x000000
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// Tint all secret doors dark grey
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export function onCanvasReady(currentCanvas) {
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if (game.settings.get(settingsKey, "highlightSecretDoors")) {
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const types = CONST.WALL_DOOR_TYPES
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const secretDoors = canvas.controls.doors.children.filter(control => control.wall.data.door == types.SECRET)
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secretDoors.forEach(control => control.icon.tint = SECRET_DOOR_TINT)
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}
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}
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// If door type has been changed, tint the door accordingly
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export function onUpdateWall(scene, wall, update) {
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if (!game.settings.get(settingsKey, "highlightSecretDoors"))
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return
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const types = CONST.WALL_DOOR_TYPES
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if (wall.door === types.NONE)
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return
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// Find the door control corresponding to the changed door
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const changedDoor = canvas.controls.doors.children.find(control => control.wall.data._id === wall._id);
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// If the changed door doesn't have a control it's not on this scene - ignore it
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if (!changedDoor)
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return
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// The wall object we got passed might be from another scene so we replace it with the door from the current scene
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wall = changedDoor.wall.data
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if (wall.door === types.DOOR)
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changedDoor.icon.tint = 0xFFFFFF
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else if (wall.door === types.SECRET)
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changedDoor.icon.tint = SECRET_DOOR_TINT
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else
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console.warn("Smart Doors | Encountered unknown door type " + wall.door + " while highlighting secret doors.")
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}
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@@ -2,8 +2,6 @@
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import {libWrapper} from "../lib/libwrapper_shim.js";
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import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
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import * as DoorControlOutline from "./features/door_control_outline.js"
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import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
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import * as LockedDoorAlert from "./features/locked_door_alert.js"
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import * as SynchronizedDoors from "./features/synchronized_doors.js"
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import * as ToggleSecretDoor from "./features/toggle_secret_door.js"
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@@ -26,9 +24,6 @@ Hooks.once("ready", () => {
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Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
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Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
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Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
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Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
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// Inject our custom settings into the WallConfig dialog
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Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig)
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@@ -46,7 +41,6 @@ function hookDoorControlDraw() {
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libWrapper.register("smart-doors", "DoorControl.prototype.draw", async function (wrapped) {
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const result = await wrapped();
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DoorControlIconScale.onDoorControlPostDraw.call(this)
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DoorControlOutline.onDoorControlPostDraw.call(this)
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return result;
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}, "WRAPPER");
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}
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@@ -1,10 +1,5 @@
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export const settingsKey = "smart-doors";
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function reloadGM() {
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if (game.user.isGM)
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location.reload()
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}
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export function registerSettings() {
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game.settings.register(settingsKey, "dataVersion", {
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scope: "world",
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@@ -21,24 +16,6 @@ export function registerSettings() {
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default: 1.5,
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onChange: () => location.reload()
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})
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game.settings.register(settingsKey, "doorControlOutline", {
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name: "smart-doors.settings.doorControlOutline.name",
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hint: "smart-doors.settings.doorControlOutline.hint",
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scope: "client",
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config: true,
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type: Boolean,
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default: true,
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onChange: () => location.reload(),
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})
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game.settings.register(settingsKey, "highlightSecretDoors", {
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name: "smart-doors.settings.highlightSecretDoors.name",
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hint: "smart-doors.settings.highlightSecretDoors.hint",
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scope: "world",
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config: true,
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type: Boolean,
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default: true,
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onChange: reloadGM,
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})
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game.settings.register(settingsKey, "toggleSecretDoors", {
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name: "smart-doors.settings.toggleSecretDoors.name",
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hint: "smart-doors.settings.toggleSecretDoors.hint",
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