From 82b495f4c3f3828b31722bcfc21ce1464472a3d5 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Manuel=20V=C3=B6gele?= Date: Mon, 14 Dec 2020 10:05:15 +0100 Subject: [PATCH] Draw an outline around door control icons --- CHANGELOG.md | 3 + README.md | 5 + lang/en.json | 4 + lib/outline_filter/outline_filter.js | 152 ++++++++++++++++++++++++ src/features/door_control_icon_scale.js | 11 +- src/features/door_control_outline.js | 24 ++++ src/main.js | 14 ++- src/settings.js | 9 ++ 8 files changed, 210 insertions(+), 12 deletions(-) create mode 100644 lib/outline_filter/outline_filter.js create mode 100644 src/features/door_control_outline.js diff --git a/CHANGELOG.md b/CHANGELOG.md index 3a7cc39..9992f03 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,4 +1,7 @@ ## v1.2.0 (in development) +### New features +- Draw outlines around Door Control icons to increase their visibility + ### Other - Secret doors are now tinted black instead of dark grey. diff --git a/README.md b/README.md index cfc887b..0c66150 100644 --- a/README.md +++ b/README.md @@ -8,6 +8,11 @@ Makes doors smarter. Allows doors to synchronize across multiple scenes and send 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. +### Door Control Outline +![Door Control Outline demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/3b0018ddf424a2a369273029e0e1184a8bed848c/media/door_control_outline.webp) + +Door Control icons will be rendered with an outline to improve their visibility on bright backgrounds. + ### Tint Secret Doors ![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp) diff --git a/lang/en.json b/lang/en.json index e11145b..00a9dd3 100644 --- a/lang/en.json +++ b/lang/en.json @@ -1,6 +1,10 @@ { "smart-doors": { "settings": { + "doorControlOutline": { + "name": "Door Control Outline", + "hint": "Draw outlines around Door Control icons to increase their visiblity" + }, "doorControlSizeFactor": { "name": "Door Control Size Factor", "hint": "Defines by which factor the size of the door control icons should be scaled up" diff --git a/lib/outline_filter/outline_filter.js b/lib/outline_filter/outline_filter.js new file mode 100644 index 0000000..8df3c08 --- /dev/null +++ b/lib/outline_filter/outline_filter.js @@ -0,0 +1,152 @@ +/* + +This is a modified version of the PIXI outline filter (https://github.com/pixijs/pixi-filters/tree/master/filters/outline) +and is licensed under the MIT license. + +The MIT License + +Copyright (c) 2013-2017 Mathew Groves, Chad Engler + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in +all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +THE SOFTWARE. + +*/ + +const vertex = `attribute vec2 aVertexPosition; +attribute vec2 aTextureCoord; + +uniform mat3 projectionMatrix; + +varying vec2 vTextureCoord; + +void main(void) +{ + gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0); + vTextureCoord = aTextureCoord; +}` + +const fragment = `varying vec2 vTextureCoord; +uniform sampler2D uSampler; + +uniform vec2 thickness; +uniform vec4 outlineColor; +uniform vec4 filterClamp; + +const float DOUBLE_PI = 3.14159265358979323846264 * 2.; + +void main(void) { + vec4 ownColor = texture2D(uSampler, vTextureCoord); + vec4 curColor; + float maxAlpha = 0.; + vec2 displaced; + for (float angle = 0.; angle <= DOUBLE_PI; angle += \${angleStep}) { + displaced.x = vTextureCoord.x + thickness.x * cos(angle); + displaced.y = vTextureCoord.y + thickness.y * sin(angle); + curColor = texture2D(uSampler, clamp(displaced, filterClamp.xy, filterClamp.zw)); + maxAlpha = max(maxAlpha, curColor.a); + } + float resultAlpha = max(maxAlpha, ownColor.a); + // Original line: + // gl_FragColor = vec4((ownColor.rgb + outlineColor.rgb * (1. - ownColor.a)) * resultAlpha, resultAlpha); + gl_FragColor = vec4(ownColor.rgb + outlineColor.rgb * (resultAlpha - ownColor.a), resultAlpha); +} +` + +/** + * OutlineFilter, originally by mishaa + * http://www.html5gamedevs.com/topic/10640-outline-a-sprite-change-certain-colors/?p=69966 + * http://codepen.io/mishaa/pen/emGNRB
+ * ![original](../tools/screenshots/dist/original.png)![filter](../tools/screenshots/dist/outline.png) + * + * @class + * @extends PIXI.Filter + * @memberof PIXI.filters + * @see {@link https://www.npmjs.com/package/@pixi/filter-outline|@pixi/filter-outline} + * @see {@link https://www.npmjs.com/package/pixi-filters|pixi-filters} + * @param {number} [thickness=1] The tickness of the outline. Make it 2 times more for resolution 2 + * @param {number} [color=0x000000] The color of the outline. + * @param {number} [quality=0.1] The quality of the outline from `0` to `1`, using a higher quality + * setting will result in slower performance and more accuracy. + * + * @example + * someSprite.filters = [new OutlineFilter(2, 0x99ff99)]; + */ +class OutlineFilter extends PIXI.Filter { + + constructor(thickness = 1, color = 0x000000, quality = 0.1) { + const samples = Math.max( + quality * OutlineFilter.MAX_SAMPLES, + OutlineFilter.MIN_SAMPLES + ); + const angleStep = (Math.PI * 2 / samples).toFixed(7); + + super(vertex, fragment.replace(/\$\{angleStep\}/, angleStep)); + this.uniforms.thickness = new Float32Array([0, 0]); + + /** + * The thickness of the outline. + * @member {number} + * @default 1 + */ + this.thickness = thickness; + + this.uniforms.outlineColor = new Float32Array([0, 0, 0, 1]); + this.color = color; + + this.quality = quality; + } + + apply(filterManager, input, output, clear) { + this.uniforms.thickness[0] = this.thickness / input._frame.width; + this.uniforms.thickness[1] = this.thickness / input._frame.height; + + filterManager.applyFilter(this, input, output, clear); + } + + /** + * The color of the glow. + * @member {number} + * @default 0x000000 + */ + get color() { + return PIXI.utils.rgb2hex(this.uniforms.outlineColor); + } + set color(value) { + PIXI.utils.hex2rgb(value, this.uniforms.outlineColor); + } +} + +/** + * The minimum number of samples for rendering outline. + * @static + * @member {number} MIN_SAMPLES + * @memberof PIXI.filters.OutlineFilter + * @default 1 + */ +OutlineFilter.MIN_SAMPLES = 1; + +/** + * The maximum number of samples for rendering outline. + * @static + * @member {number} MAX_SAMPLES + * @memberof PIXI.filters.OutlineFilter + * @default 100 + */ +OutlineFilter.MAX_SAMPLES = 100; + +export { OutlineFilter }; diff --git a/src/features/door_control_icon_scale.js b/src/features/door_control_icon_scale.js index 918475e..b42bb6e 100644 --- a/src/features/door_control_icon_scale.js +++ b/src/features/door_control_icon_scale.js @@ -10,15 +10,6 @@ export function hookDoorControlReposition() { } } -export function hookDoorControlDraw() { - const originalHandler = DoorControl.prototype.draw - DoorControl.prototype.draw = async function () { - const result = await originalHandler.call(this) - onDoorControlPostDraw.call(this) - return result - } -} - // Set the size of all door controls in relation to the grid size so it'll have a constant percieved size export function onCanvasReady(currentCanvas) { const doors = currentCanvas.controls.doors.children @@ -26,7 +17,7 @@ export function onCanvasReady(currentCanvas) { } // Set the size of the door control in relation to the grid size so it'll have a constant percieved size -function onDoorControlPostDraw() { +export function onDoorControlPostDraw() { // If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead if (!canvas.ready) return diff --git a/src/features/door_control_outline.js b/src/features/door_control_outline.js new file mode 100644 index 0000000..75e8e25 --- /dev/null +++ b/src/features/door_control_outline.js @@ -0,0 +1,24 @@ +import {settingsKey} from "../settings.js" +import {OutlineFilter} from "../../lib/outline_filter/outline_filter.js" + +export function onDoorControlPostDraw() { + if (!game.settings.get(settingsKey, "doorControlOutline")) + return + + const types = CONST.WALL_DOOR_TYPES + if (this.wall.data.door === types.NONE) + return + + // Remove all OutlineFilters from current filters + let pixiFilters = this.icon.filters || [] + pixiFilters = pixiFilters.filter(pixiFilter => !(pixiFilter instanceof OutlineFilter)) + + let outlineFilter; + if (this.wall.data.door === types.SECRET && game.settings.get(settingsKey, "highlightSecretDoors")) + outlineFilter = new OutlineFilter(1, 0xFFFFFF) + else + outlineFilter = new OutlineFilter(1, 0x000000) + + pixiFilters.push(outlineFilter) + this.icon.filters = pixiFilters +} diff --git a/src/main.js b/src/main.js index f49e5fb..7f927f7 100644 --- a/src/main.js +++ b/src/main.js @@ -1,6 +1,7 @@ "use strict"; import * as DoorControlIconScale from "./features/door_control_icon_scale.js" +import * as DoorControlOutline from "./features/door_control_outline.js" import * as HighlightSecretDoors from "./features/highlight_secret_doors.js" import * as LockedDoorAlert from "./features/locked_door_alert.js" import * as SynchronizedDoors from "./features/synchronized_doors.js" @@ -13,7 +14,7 @@ Hooks.once("init", () => { registerSettings() hookDoorEvents() hookWallConfigUpdate() - DoorControlIconScale.hookDoorControlDraw() + hookDoorControlDraw() DoorControlIconScale.hookDoorControlReposition() }) @@ -24,7 +25,6 @@ Hooks.once("ready", () => { Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage) Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady) - Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady) Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall) @@ -42,6 +42,16 @@ function hookWallConfigUpdate() { } } +function hookDoorControlDraw() { + const originalHandler = DoorControl.prototype.draw + DoorControl.prototype.draw = async function () { + const result = await originalHandler.call(this) + DoorControlIconScale.onDoorControlPostDraw.call(this) + DoorControlOutline.onDoorControlPostDraw.call(this) + return result + } +} + // Hook mouse events on DoorControls to perform our logic. // If we successfully handled the event block the original handler. Forward the event otherwise. function hookDoorEvents() { diff --git a/src/settings.js b/src/settings.js index 3bee4ad..a036c1d 100644 --- a/src/settings.js +++ b/src/settings.js @@ -21,6 +21,15 @@ export function registerSettings() { default: 1.5, onChange: () => location.reload() }) + game.settings.register(settingsKey, "doorControlOutline", { + name: "smart-doors.settings.doorControlOutline.name", + hint: "smart-doors.settings.doorControlOutline.hint", + scope: "client", + config: true, + type: Boolean, + default: true, + onChange: () => location.reload(), + }) game.settings.register(settingsKey, "highlightSecretDoors", { name: "smart-doors.settings.highlightSecretDoors.name", hint: "smart-doors.settings.highlightSecretDoors.hint",