3 Commits

12 changed files with 352 additions and 18 deletions

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@@ -1,4 +1,12 @@
## v1.1.0 ## v1.1.0
### New features
- Draw outlines around Door Control icons to increase their visibility
- Execute a macro when someone interacts with a door
### Other
- Secret doors are now tinted black instead of dark grey.
- Setting hints will now be shown below the title of the setting (before it was above)
### New features ### New features
- Tint secret doors grey for the GM to differentiate them from regular doors - Tint secret doors grey for the GM to differentiate them from regular doors
- Toggle doors between secret and normal with ctrl+click - Toggle doors between secret and normal with ctrl+click

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@@ -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 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
![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp) ![Tint Secret Doors demonstration](https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/dc5d328cd9bc4a0e2aacc5c86ab59e15739cc6d1/media/tint_secret_doors.webp)

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@@ -1,6 +1,10 @@
{ {
"smart-doors": { "smart-doors": {
"settings": { "settings": {
"doorControlOutline": {
"name": "Door Control Outline",
"hint": "Draw outlines around Door Control icons to increase their visiblity"
},
"doorControlSizeFactor": { "doorControlSizeFactor": {
"name": "Door Control Size Factor", "name": "Door Control Size Factor",
"hint": "Defines by which factor the size of the door control icons should be scaled up" "hint": "Defines by which factor the size of the door control icons should be scaled up"
@@ -13,6 +17,10 @@
"name": "Locked Door Alert", "name": "Locked Door Alert",
"hint": "Send a message in chat when a player tried to open a locked door" "hint": "Send a message in chat when a player tried to open a locked door"
}, },
"macros": {
"name": "Door Interaction Macros",
"hint": "Trigger a macro when a door is being interacted with"
},
"synchronizedDoors": { "synchronizedDoors": {
"name": "Synchronized Doors", "name": "Synchronized Doors",
"hint": "Synchronize the state of configured doors" "hint": "Synchronize the state of configured doors"
@@ -23,7 +31,22 @@
} }
}, },
"ui": { "ui": {
"form": {
"macroExecuteEverywhere": {
"name": "Execute on all clients",
"hint": "If disabled the macro will be executed on the GMs client"
},
"macroName": {
"name": "Macro Name",
"hint": "The name of the macro that should be executed when this door is interacted with. No macro is executed if left blank."
},
"macroArguments": {
"name": "Marco Parameters",
"hint": "The parameters passed to the macro. Any JSON string is valid."
}
},
"messages": { "messages": {
"argsInvalidJson": "The macro arguments must be valid JSON. See console for details.",
"migrating": "Migrating Smart Doors to version {version}. Please don't close the application.", "migrating": "Migrating Smart Doors to version {version}. Please don't close the application.",
"migrationDone": "Smart Doors successfully migrated to version {version}.", "migrationDone": "Smart Doors successfully migrated to version {version}.",
"unknownVersion": "Smart Doors migration failed with the error: Unkown Version {version}. Please report this to the Smart Doors issue tracker. To prevent possible data loss don't use this plugin until this error is fixed." "unknownVersion": "Smart Doors migration failed with the error: Unkown Version {version}. Please report this to the Smart Doors issue tracker. To prevent possible data loss don't use this plugin until this error is fixed."

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@@ -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<br>
* ![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 };

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@@ -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 // 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) { export function onCanvasReady(currentCanvas) {
const doors = currentCanvas.controls.doors.children 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 // 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 the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
if (!canvas.ready) if (!canvas.ready)
return return

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@@ -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
}

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@@ -0,0 +1,55 @@
import {settingsKey} from "../settings.js"
import {textInput, checkboxInput, injectSettings} from "../form.js"
// Inject settings for synchronized doors
export function onRederWallConfig(wallConfig, html, data) {
if (data.isDoor && game.settings.get(settingsKey, "macros")) {
const settings = [
textInput("macroName", data.object.flags.smartdoors?.macro?.name),
textInput("macroArguments", JSON.stringify(data.object.flags.smartdoors?.macro?.args ?? undefined)),
checkboxInput("macroExecuteEverywhere", data.object.flags.smartdoors?.macro?.executeEverywhere),
]
injectSettings(html, settings)
}
}
// Check data input by the user for validity
export async function onWallConfigPreUpdate(event, formData) {
const args = formData.macroArguments || "null"
try {
// Check if args can be converted to JSON
JSON.parse(args)
}
catch (error) {
ui.notifications.error(game.i18n.localize("smart-doors.ui.messages.argsInvalidJson"))
// Rethrow the error to stop the update and prevent the dialog from closing
throw(error)
}
// The JSON is valid. Assign "null" instead of an empty string if necessary
formData.macroArguments = args
}
// Store our custom data from the WallConfig dialog
export async function onWallConfigUpdate(event, formData) {
let ids = this.options.editTargets;
if (ids.length == 0) {
ids = [this.object.data._id];
}
const updateData = {flags: {smartdoors: {macro: {
name: formData.macroName,
args: JSON.parse(formData.macroArguments),
executeEverywhere: formData.macroExecuteEverywhere
}}}}
// Update all the edited walls
const updateDataset = ids.reduce((dataset, id) => {
dataset.push({_id: id, ...updateData})
return dataset
}, [])
return canvas.scene.updateEmbeddedEntity("Wall", updateDataset)
}

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@@ -1,6 +1,6 @@
import {settingsKey} from "../settings.js" import {settingsKey} from "../settings.js"
const SECRET_DOOR_TINT = 0x222222 const SECRET_DOOR_TINT = 0x000000
// Tint all secret doors dark grey // Tint all secret doors dark grey
export function onCanvasReady(currentCanvas) { export function onCanvasReady(currentCanvas) {

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@@ -18,9 +18,6 @@ export function onRederWallConfig(wallConfig, html, data) {
// Fill the injected input fields with values // Fill the injected input fields with values
const input = (name) => html.find(`input[name="${name}"]`) const input = (name) => html.find(`input[name="${name}"]`)
input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup) input("synchronizationGroup").prop("value", smartdoorsData?.synchronizationGroup)
// Recalculate config window height
wallConfig.setPosition({height: "auto"})
} }
} }

38
src/form.js Normal file
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@@ -0,0 +1,38 @@
function formEntry(name, input) {
return `
<div class="form-group">
<label for="${name}">${game.i18n.localize(`smart-doors.ui.form.${name}.name`)}</label>
${input}
</div>
<p class="notes">${game.i18n.localize(`smart-doors.ui.form.${name}.hint`)}</p>
`
}
export function injectSettings(html, settings) {
html.find(".form-group").last().after(settings.join(""))
}
export function textInput(name, value) {
return formEntry(name, `<input type="text" name="${escapeHtml(name)}" value="${escapeHtml(value ?? "")}"/>`)
}
export function selectInput(name, values) {
// TODO Set selected option
let html = `<select name="${name}">`
html += values.reduce((html, value) => html + `<option value="${escapeHtml(value)}">${game.i18n.localize(`smart-doors.ui.form.${name}.options.${value}`)}</option>`, "")
html += "</select>"
return formEntry(name, html)
}
export function checkboxInput(name, checked) {
return formEntry(name, `<input type="checkbox" name="${escapeHtml(name)}" value="true" ${checked ? "checked" : ""}/>`)
}
function escapeHtml(unsafe) {
return unsafe
.replace(/&/g, "&amp;")
.replace(/</g, "&lt;")
.replace(/>/g, "&gt;")
.replace(/"/g, "&quot;")
.replace(/'/g, "&#039;");
}

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@@ -1,6 +1,8 @@
"use strict"; "use strict";
import * as DoorControlIconScale from "./features/door_control_icon_scale.js" import * as DoorControlIconScale from "./features/door_control_icon_scale.js"
import * as DoorControlOutline from "./features/door_control_outline.js"
import * as ExecuteMacro from "./features/execute_macro.js"
import * as HighlightSecretDoors from "./features/highlight_secret_doors.js" import * as HighlightSecretDoors from "./features/highlight_secret_doors.js"
import * as LockedDoorAlert from "./features/locked_door_alert.js" import * as LockedDoorAlert from "./features/locked_door_alert.js"
import * as SynchronizedDoors from "./features/synchronized_doors.js" import * as SynchronizedDoors from "./features/synchronized_doors.js"
@@ -13,7 +15,7 @@ Hooks.once("init", () => {
registerSettings() registerSettings()
hookDoorEvents() hookDoorEvents()
hookWallConfigUpdate() hookWallConfigUpdate()
DoorControlIconScale.hookDoorControlDraw() hookDoorControlDraw()
DoorControlIconScale.hookDoorControlReposition() DoorControlIconScale.hookDoorControlReposition()
}) })
@@ -24,21 +26,43 @@ Hooks.once("ready", () => {
Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage) Hooks.on("renderChatMessage", LockedDoorAlert.onRenderChatMessage)
Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady) Hooks.on("canvasReady", DoorControlIconScale.onCanvasReady)
Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady) Hooks.on("canvasReady", HighlightSecretDoors.onCanvasReady)
Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall) Hooks.on("updateWall", HighlightSecretDoors.onUpdateWall)
// Inject our custom settings into the WallConfig dialog // Inject our custom settings into the WallConfig dialog
Hooks.on("renderWallConfig", SynchronizedDoors.onRederWallConfig) Hooks.on("renderWallConfig", (wallConfig, html, data) => {
SynchronizedDoors.onRederWallConfig(wallConfig, html, data)
ExecuteMacro.onRederWallConfig(wallConfig, html, data)
// Recalculate config window position and height
wallConfig.element[0].style.top = "" // This forces foundry to re-calculate the top position
wallConfig.setPosition({height: "auto"})
})
// Hook the update function of the WallConfig dialog so we can store our custom data // Hook the update function of the WallConfig dialog so we can store our custom data
function hookWallConfigUpdate() { function hookWallConfigUpdate() {
// Replace the original function with our custom one // Replace the original function with our custom one
const originalHandler = WallConfig.prototype._updateObject; const originalHandler = WallConfig.prototype._updateObject;
WallConfig.prototype._updateObject = async function (event, formData) { WallConfig.prototype._updateObject = async function (event, formData) {
await ExecuteMacro.onWallConfigPreUpdate.call(this, event, formData)
await originalHandler.call(this, event, formData) await originalHandler.call(this, event, formData)
return SynchronizedDoors.onWallConfigUpdate.call(this, event, formData)
return Promise.all([
SynchronizedDoors.onWallConfigUpdate.call(this, event, formData),
ExecuteMacro.onWallConfigUpdate.call(this, event, formData),
])
}
}
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
} }
} }

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@@ -21,6 +21,15 @@ export function registerSettings() {
default: 1.5, default: 1.5,
onChange: () => location.reload() 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", { game.settings.register(settingsKey, "highlightSecretDoors", {
name: "smart-doors.settings.highlightSecretDoors.name", name: "smart-doors.settings.highlightSecretDoors.name",
hint: "smart-doors.settings.highlightSecretDoors.hint", hint: "smart-doors.settings.highlightSecretDoors.hint",
@@ -54,4 +63,12 @@ export function registerSettings() {
type: Boolean, type: Boolean,
default: true, default: true,
}) })
game.settings.register(settingsKey, "macros", {
name: "smart-doors.settings.macros.name",
hint: "smart-doors.settings.macros.hint",
scope: "world",
config: true,
type: Boolean,
default: true,
})
} }