Files
Aurora.3/code/controllers/subsystems/overlays.dm
Lohikar 6f85f08718 Convert a bunch of legacy overlay calls to SSoverlays (#4015)
Bunch of overlay conversions I found in an old stash I had forgotten about.
2018-01-07 00:34:47 +02:00

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var/datum/controller/subsystem/overlays/SSoverlays
/datum/controller/subsystem/overlays
name = "Overlay"
flags = SS_TICKER|SS_FIRE_IN_LOBBY
wait = 1
priority = SS_PRIORITY_OVERLAY
init_order = SS_INIT_OVERLAY
var/list/processing = list()
var/idex = 1
var/list/overlay_icon_state_caches = list()
var/list/overlay_icon_cache = list()
var/initialized = FALSE
/datum/controller/subsystem/overlays/stat_entry()
..("Ov:[processing.len - (idex - 1)]")
/datum/controller/subsystem/overlays/New()
NEW_SS_GLOBAL(SSoverlays)
/datum/controller/subsystem/overlays/Initialize()
initialized = TRUE
Flush()
..()
/datum/controller/subsystem/overlays/Recover()
overlay_icon_state_caches = SSoverlays.overlay_icon_state_caches
overlay_icon_cache = SSoverlays.overlay_icon_cache
processing = SSoverlays.processing
/datum/controller/subsystem/overlays/fire(resumed = FALSE, mc_check = TRUE)
var/list/processing = src.processing
while(idex <= processing.len)
var/atom/thing = processing[idex++]
if(!QDELETED(thing) && thing.overlay_queued) // Don't double-process if something already forced a compile.
thing.compile_overlays()
if(mc_check)
if(MC_TICK_CHECK)
break
else
CHECK_TICK
if (idex > 1)
processing.Cut(1, idex)
idex = 1
/datum/controller/subsystem/overlays/proc/Flush()
if(processing.len)
log_ss("overlays", "Flushing [processing.len] overlays.")
fire(mc_check = FALSE)
/atom/proc/compile_overlays()
var/list/oo = our_overlays
var/list/po = priority_overlays
if(LAZYLEN(po) && LAZYLEN(oo))
overlays = oo + po
else if(LAZYLEN(oo))
overlays = oo
else if(LAZYLEN(po))
overlays = po
else
overlays.Cut()
overlay_queued = FALSE
/atom/movable/compile_overlays()
..()
UPDATE_OO_IF_PRESENT
/turf/compile_overlays()
..()
if (istype(above))
update_above()
/proc/iconstate2appearance(icon, iconstate)
var/static/image/stringbro = new()
var/list/icon_states_cache = SSoverlays.overlay_icon_state_caches
var/list/cached_icon = icon_states_cache[icon]
if (cached_icon)
var/cached_appearance = cached_icon["[iconstate]"]
if (cached_appearance)
return cached_appearance
stringbro.icon = icon
stringbro.icon_state = iconstate
if (!cached_icon) //not using the macro to save an associated lookup
cached_icon = list()
icon_states_cache[icon] = cached_icon
var/cached_appearance = stringbro.appearance
cached_icon["[iconstate]"] = cached_appearance
return cached_appearance
/proc/icon2appearance(icon)
var/static/image/iconbro = new()
var/list/icon_cache = SSoverlays.overlay_icon_cache
. = icon_cache[icon]
if (!.)
iconbro.icon = icon
. = iconbro.appearance
icon_cache[icon] = .
#define APPEARANCEIFY(origin, target) \
if (istext(origin)) { \
target = iconstate2appearance(icon, origin); \
} \
else if (isicon(origin)) { \
target = icon2appearance(origin); \
} \
else { \
appearance_bro.appearance = origin; \
if (!ispath(origin)) { \
appearance_bro.dir = origin.dir; \
} \
target = appearance_bro.appearance; \
}
/atom/proc/build_appearance_list(atom/new_overlays)
var/static/image/appearance_bro = new
if (islist(new_overlays))
listclearnulls(new_overlays)
for (var/i in 1 to length(new_overlays))
var/image/cached_overlay = new_overlays[i]
APPEARANCEIFY(cached_overlay, new_overlays[i])
return new_overlays
else
APPEARANCEIFY(new_overlays, .)
#undef APPEARANCEIFY
#define NOT_QUEUED_ALREADY (!(overlay_queued))
#define QUEUE_FOR_COMPILE overlay_queued = TRUE; SSoverlays.processing += src;
/atom/proc/cut_overlays(priority = FALSE)
var/list/cached_overlays = our_overlays
var/list/cached_priority = priority_overlays
var/need_compile = FALSE
if(LAZYLEN(cached_overlays)) //don't queue empty lists, don't cut priority overlays
cached_overlays.Cut() //clear regular overlays
need_compile = TRUE
if(priority && LAZYLEN(cached_priority))
cached_priority.Cut()
need_compile = TRUE
if(NOT_QUEUED_ALREADY && need_compile)
QUEUE_FOR_COMPILE
/atom/proc/cut_overlay(list/overlays, priority)
if(!overlays)
return
overlays = build_appearance_list(overlays)
var/list/cached_overlays = our_overlays //sanic
var/list/cached_priority = priority_overlays
var/init_o_len = LAZYLEN(cached_overlays)
var/init_p_len = LAZYLEN(cached_priority) //starter pokemon
LAZYREMOVE(cached_overlays, overlays)
if(priority)
LAZYREMOVE(cached_priority, overlays)
if(NOT_QUEUED_ALREADY && ((init_o_len != LAZYLEN(cached_priority)) || (init_p_len != LAZYLEN(cached_overlays))))
QUEUE_FOR_COMPILE
/atom/proc/add_overlay(list/overlays, priority = FALSE)
if(!overlays)
return
overlays = build_appearance_list(overlays)
if (!overlays || (islist(overlays) && !overlays.len))
// No point trying to compile if we don't have any overlays.
return
if(priority)
LAZYADD(priority_overlays, overlays)
else
LAZYADD(our_overlays, overlays)
if(NOT_QUEUED_ALREADY)
QUEUE_FOR_COMPILE
/atom/proc/set_overlays(list/overlays, priority = FALSE) // Sets overlays to a list, equivalent to cut_overlays() + add_overlays().
if (!overlays)
return
overlays = build_appearance_list(overlays)
if (priority)
LAZYCLEARLIST(priority_overlays)
if (overlays)
LAZYADD(priority_overlays, overlays)
else
LAZYCLEARLIST(our_overlays)
if (overlays)
LAZYADD(our_overlays, overlays)
if (NOT_QUEUED_ALREADY)
QUEUE_FOR_COMPILE
/atom/proc/copy_overlays(atom/other, cut_old = FALSE) //copys our_overlays from another atom
if(!other)
if(cut_old)
cut_overlays()
return
var/list/cached_other = other.our_overlays
if(cached_other)
if(cut_old)
our_overlays = cached_other.Copy()
else
our_overlays |= cached_other
if(NOT_QUEUED_ALREADY)
QUEUE_FOR_COMPILE
else if(cut_old)
cut_overlays()
#undef NOT_QUEUED_ALREADY
#undef QUEUE_FOR_COMPILE
//TODO: Better solution for these?
/image/proc/add_overlay(x)
overlays += x
/image/proc/cut_overlay(x)
overlays -= x
/image/proc/cut_overlays(x)
overlays.Cut()
/atom
var/tmp/list/our_overlays //our local copy of (non-priority) overlays without byond magic. Use procs in SSoverlays to manipulate
var/tmp/list/priority_overlays //overlays that should remain on top and not normally removed when using cut_overlay functions, like c4.
var/tmp/overlay_queued