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4 Commits
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| a4d5e6a131 | |||
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12
CHANGELOG.md
12
CHANGELOG.md
@@ -1,3 +1,15 @@
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## v1.2.1
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### Other
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- Verified compatibility with 0.7.9
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## v1.2.0
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### New features
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- Draw outlines around Door Control icons to increase their visibility
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### Other
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- Secret doors are now tinted black instead of dark grey.
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## v1.1.0
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### New features
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- Tint secret doors grey for the GM to differentiate them from regular doors
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@@ -8,6 +8,11 @@ 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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@@ -1,6 +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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152
lib/outline_filter/outline_filter.js
Normal file
152
lib/outline_filter/outline_filter.js
Normal file
@@ -0,0 +1,152 @@
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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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@@ -2,9 +2,9 @@
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"name": "smart-doors",
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"title": "Smart Doors",
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"description": "Makes doors smarter. Allows doors to synchronize across multiple scenes and sends chat messages when players try to open locked doors.",
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"version": "1.1.0",
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"version": "1.2.1",
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"minimumCoreVersion" : "0.7.7",
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"compatibleCoreVersion" : "0.7.8",
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"compatibleCoreVersion" : "0.7.9",
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"author": "Manuel Vögele",
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"esmodules": [
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"src/main.js"
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@@ -18,7 +18,7 @@
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],
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"url": "https://github.com/manuelVo/foundryvtt-smart-doors",
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"manifest": "https://raw.githubusercontent.com/manuelVo/foundryvtt-smart-doors/master/module.json",
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"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.1.0.zip",
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"download": "https://github.com/manuelVo/foundryvtt-smart-doors/archive/v1.2.1.zip",
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"readme": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/README.md",
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"changelog": "https://github.com/manuelVo/foundryvtt-smart-doors/blob/master/CHANGELOG.md",
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"bugs": "https://github.com/manuelVo/foundryvtt-smart-doors/issues"
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@@ -10,15 +10,6 @@ export function hookDoorControlReposition() {
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}
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}
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export function hookDoorControlDraw() {
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const originalHandler = DoorControl.prototype.draw
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DoorControl.prototype.draw = async function () {
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const result = await originalHandler.call(this)
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onDoorControlPostDraw.call(this)
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return result
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}
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}
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// Set the size of all door controls in relation to the grid size so it'll have a constant percieved size
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export function onCanvasReady(currentCanvas) {
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const doors = currentCanvas.controls.doors.children
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@@ -26,7 +17,7 @@ export function onCanvasReady(currentCanvas) {
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}
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// Set the size of the door control in relation to the grid size so it'll have a constant percieved size
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function onDoorControlPostDraw() {
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export function onDoorControlPostDraw() {
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// If the canvas isn't ready we'll do this after the "canvasReady" event is fired instead
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if (!canvas.ready)
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return
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24
src/features/door_control_outline.js
Normal file
24
src/features/door_control_outline.js
Normal file
@@ -0,0 +1,24 @@
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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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@@ -1,6 +1,6 @@
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import {settingsKey} from "../settings.js"
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const SECRET_DOOR_TINT = 0x222222
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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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14
src/main.js
14
src/main.js
@@ -1,6 +1,7 @@
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"use strict";
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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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@@ -13,7 +14,7 @@ Hooks.once("init", () => {
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registerSettings()
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hookDoorEvents()
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hookWallConfigUpdate()
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DoorControlIconScale.hookDoorControlDraw()
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hookDoorControlDraw()
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DoorControlIconScale.hookDoorControlReposition()
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})
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@@ -24,7 +25,6 @@ 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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@@ -42,6 +42,16 @@ function hookWallConfigUpdate() {
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}
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}
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function hookDoorControlDraw() {
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const originalHandler = DoorControl.prototype.draw
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DoorControl.prototype.draw = async function () {
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const result = await originalHandler.call(this)
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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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}
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}
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// Hook mouse events on DoorControls to perform our logic.
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// If we successfully handled the event block the original handler. Forward the event otherwise.
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function hookDoorEvents() {
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@@ -21,6 +21,15 @@ 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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Reference in New Issue
Block a user