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Aurora.3/code/controllers/subsystems/icon_cache.dm
2020-06-20 16:49:37 +02:00

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/var/datum/controller/subsystem/icon_cache/SSicon_cache
/datum/controller/subsystem/icon_cache
name = "Icon Cache"
flags = SS_NO_FIRE
init_order = SS_INIT_MISC_FIRST
// Cached bloody overlays, key is object type.
var/list/bloody_cache = list()
// Cached holo effect multiplier images.
var/list/holo_multiplier_cache = list() // 2-layer list: icon -> icon_state -> /image
// Cached holo effect adder images.
var/list/holo_adder_cache = list() // 2-layer list: icon -> icon_state -> /image
var/list/floor_decals = list()
var/list/flooring_cache = list()
var/list/mob_hat_cache = list()
var/list/magazine_icondata_keys = list()
var/list/magazine_icondata_states = list()
var/list/stool_cache = list()
var/list/floor_light_cache = list()
var/list/ashtray_cache = list()
var/list/uristrunes = list()
/*
Global associative list for caching humanoid icons.
Index format m or f, followed by a string of 0 and 1 to represent bodyparts followed by husk fat hulk skeleton 1 or 0.
TODO: Proper documentation
icon_key is [species.race_key][g][husk][fat][hulk][skeleton][s_tone]
*/
var/list/human_icon_cache = list()
var/list/tail_icon_cache = list() //key is [species.race_key][r_skin][g_skin][b_skin]
var/list/light_overlay_cache = list()
// Cached limb icons, used by the damage health doll.
var/list/limb_icons_cache = list()
// Cached human damage icons.
var/list/damage_icon_parts = list()
// Cached human body markings.
var/list/markings_cache = list() // [icon]-[icon_state]-[limb_name]-[color]
var/list/human_eye_cache = list()
var/list/human_lip_cache = list()
var/list/internal_organ_cache = list()
// Cached composited human hair (beard & hair).
// Key:
// hair+beard: [beard_style][r_facial][g_facial][b_facial]_[hair_style][r_hair][g_hair][b_hair]
// haironly: nobeard_[hair_style][r_hair][g_hair][b_hair]
// beardonly: [beard_style][r_facial][g_facial][b_facial]_nohair
var/list/human_hair_cache = list()
var/list/organ_keymap = list()
var/current_organ_keymap_idex = 1
// This is an assoc list of all icon states in `icons/mob/collar.dmi`, used by human update-icons.
var/list/collar_states
var/list/uniform_states
var/list/ao_cache = list()
var/list/light_fixture_cache = list()
var/list/rgb_blend_cache = list() // not an icon per-se, but this proc could be expensive so we might as well cache it.
var/list/space_dust_cache = list()
var/list/space_cache = list()
var/list/crayon_cache = list()
var/list/istate_cache = list()
/datum/controller/subsystem/icon_cache/New()
NEW_SS_GLOBAL(SSicon_cache)
/datum/controller/subsystem/icon_cache/Initialize()
build_dust_cache()
build_space_cache()
setup_collar_mappings()
setup_uniform_mappings()
..()
/datum/controller/subsystem/icon_cache/proc/setup_collar_mappings()
collar_states = list()
for (var/i in icon_states('icons/mob/collar.dmi'))
collar_states[i] = TRUE
/datum/controller/subsystem/icon_cache/proc/get_organ_shortcode(obj/item/organ/external/organ)
if (QDELETED(organ))
return null
var/key = organ.get_mob_cache_key(FALSE)
. = organ_keymap[key]
if (!.)
organ_keymap[key] = "o[current_organ_keymap_idex++]"
. = organ_keymap[key]
/datum/controller/subsystem/icon_cache/proc/setup_uniform_mappings()
uniform_states = list()
for (var/i in icon_states('icons/mob/uniform.dmi'))
uniform_states[i] = TRUE
/datum/controller/subsystem/icon_cache/proc/generate_color_variant(icon/icon, icon_state, color)
var/image/I = new(icon, icon_state)
I.color = color
return I
/datum/controller/subsystem/icon_cache/proc/build_dust_cache()
for (var/i in 0 to 25)
var/image/im = image('icons/turf/space_parallax1.dmi',"[i]")
im.plane = PLANE_SPACE_DUST
im.alpha = 80
im.blend_mode = BLEND_ADD
space_dust_cache["[i]"] = im
/datum/controller/subsystem/icon_cache/proc/build_space_cache()
for (var/i in 0 to 25)
var/image/I = new()
I.appearance = /turf/space
var/istr = "[i]"
I.icon_state = istr
I.overlays += space_dust_cache[istr]
space_cache[istr] = I
/datum/controller/subsystem/icon_cache/proc/get_state(icon/I, state) // returns an APPEARANCE, not an image!
if (!isicon(I))
CRASH("Expected icon.")
if (!istext(state))
// non-fatal, so just print a message then carry on.
crash_with("Received non-text icon_state '[state || "(NULL)"]'; normalizing, but this shouldn't happen.")
state = "[state]"
var/list/cache = istate_cache[I]
if (cache)
if (cache[state])
return cache[state]
else
cache = preload_icon(I)
var/image/im = image(icon = I, icon_state = state)
return cache[state] = im.appearance
// Loads all icon states in an icon into the istate cache.
/datum/controller/subsystem/icon_cache/proc/preload_icon(icon/I)
log_debug("SSicon_cache: preloading '[I]'...")
var/list/cache = list()
var/image/im = new(icon = I)
for (var/state in icon_states(I))
im.icon_state = state
cache[state] = im.appearance
log_debug("SSicon_cache: preloaded [cache.len] states.")
istate_cache[I] = cache
return cache