Replaces /image with /mutable_appearance, where appropriate (#26518)

In cases where you're creating an image to use as an overlay, it makes more sense to use a mutable_appearance if you can. The image will create a static appearance for not just the image but also each intermediate step if you change vars along the way. The mutable appearance avoids this unnecessary and expensive process. The only situation that requires an image instead of a mutable_appearance is if the overlay is supposed to be directional. MA's ignore direction while images don't. I dunno why, probably another BYOND-ism.

I added a convenience function, mutable_appearance(), designed to emulate image(). Also went ahead and set the default plane of /mutable_appearance to FLOAT_PLANE because it's fucking 0 by default.

Several overlays that were image() calls were changed to just text strings when I could. overlays += "string" has the same result as overlays += image(icon, "string") and saves a proc call.
This commit is contained in:
MrPerson
2017-04-25 03:15:16 -07:00
committed by AnturK
parent 572696292a
commit ff3f84ab81
151 changed files with 763 additions and 921 deletions
+28 -41
View File
@@ -284,79 +284,66 @@
/obj/item/bodypart/proc/get_limb_icon(dropped)
icon_state = "" //to erase the default sprite, we're building the visual aspects of the bodypart through overlays alone.
var/list/standing = list()
. = list()
var/image_dir
var/image_dir = 0
if(dropped)
image_dir = SOUTH
if(dmg_overlay_type)
if(brutestate)
standing += image("icon"='icons/mob/dam_mob.dmi', "icon_state"="[dmg_overlay_type]_[body_zone]_[brutestate]0", "layer"=-DAMAGE_LAYER, "dir"=image_dir)
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_[brutestate]0", -DAMAGE_LAYER, image_dir)
if(burnstate)
standing += image("icon"='icons/mob/dam_mob.dmi', "icon_state"="[dmg_overlay_type]_[body_zone]_0[burnstate]", "layer"=-DAMAGE_LAYER, "dir"=image_dir)
. += image('icons/mob/dam_mob.dmi', "[dmg_overlay_type]_[body_zone]_0[burnstate]", -DAMAGE_LAYER, image_dir)
var/image/limb = image(layer = -BODYPARTS_LAYER, dir = image_dir)
. += limb
if(animal_origin)
if(status == BODYPART_ORGANIC)
limb.icon = 'icons/mob/animal_parts.dmi'
if(species_id == "husk")
standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state"="[animal_origin]_husk_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "[animal_origin]_husk_[body_zone]"
else
standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state"="[animal_origin]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "[animal_origin]_[body_zone]"
else
standing += image("icon"='icons/mob/augments.dmi', "icon_state"="[animal_origin]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
return standing
limb.icon = 'icons/mob/augments.dmi'
limb.icon_state = "[animal_origin]_[body_zone]"
return
var/icon_gender = (body_gender == FEMALE) ? "f" : "m" //gender of the icon, if applicable
if((body_zone != "head" && body_zone != "chest"))
should_draw_gender = FALSE
var/image/I
if(status == BODYPART_ORGANIC)
if(should_draw_greyscale)
limb.icon = 'icons/mob/human_parts_greyscale.dmi'
if(should_draw_gender)
I = image("icon"='icons/mob/human_parts_greyscale.dmi', "icon_state"="[species_id]_[body_zone]_[icon_gender]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "[species_id]_[body_zone]_[icon_gender]"
else if(use_digitigrade)
I = image("icon"='icons/mob/human_parts_greyscale.dmi', "icon_state"="digitigrade_[use_digitigrade]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "digitigrade_[use_digitigrade]_[body_zone]"
else
I = image("icon"='icons/mob/human_parts_greyscale.dmi', "icon_state"="[species_id]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "[species_id]_[body_zone]"
else
limb.icon = 'icons/mob/human_parts.dmi'
if(should_draw_gender)
I = image("icon"='icons/mob/human_parts.dmi', "icon_state"="[species_id]_[body_zone]_[icon_gender]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "[species_id]_[body_zone]_[icon_gender]"
else
I = image("icon"='icons/mob/human_parts.dmi', "icon_state"="[species_id]_[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "[species_id]_[body_zone]"
else
limb.icon = icon
if(should_draw_gender)
I = image("icon"= icon, "icon_state"="[body_zone]_[icon_gender]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
limb.icon_state = "[body_zone]_[icon_gender]"
else
I = image("icon"= icon, "icon_state"="[body_zone]", "layer"=-BODYPARTS_LAYER, "dir"=image_dir)
standing += I
return standing
if(!should_draw_greyscale)
standing += I
return standing
//Greyscale Colouring
var/draw_color
if(skin_tone) //Limb has skin color variable defined, use it
draw_color = skintone2hex(skin_tone)
if(species_color)
draw_color = species_color
if(mutation_color)
draw_color = mutation_color
if(draw_color)
I.color = "#[draw_color]"
//End Greyscale Colouring
standing += I
return standing
limb.icon_state = "[body_zone]"
return
if(should_draw_greyscale)
var/draw_color = mutation_color || species_color || (skin_tone && skintone2hex(skin_tone))
if(draw_color)
limb.color = "#[draw_color]"
/obj/item/bodypart/deconstruct(disassembled = TRUE)
drop_organs()
+24 -21
View File
@@ -119,7 +119,7 @@
/obj/item/bodypart/head/get_limb_icon(dropped)
cut_overlays()
var/list/standing = ..()
. = ..()
if(dropped) //certain overlays only appear when the limb is being detached from its owner.
var/datum/sprite_accessory/S
@@ -128,45 +128,48 @@
if(facial_hair_style)
S = GLOB.facial_hair_styles_list[facial_hair_style]
if(S)
var/image/img_facial = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER, "dir"=SOUTH)
img_facial.color = "#" + facial_hair_color
img_facial.alpha = hair_alpha
standing += img_facial
var/image/facial_overlay = image(S.icon, "[S.icon_state]", -HAIR_LAYER, SOUTH)
facial_overlay.color = "#" + facial_hair_color
facial_overlay.alpha = hair_alpha
. += facial_overlay
var/image/hair_overlay = image(layer = -HAIR_LAYER, dir = SOUTH)
. += hair_overlay
//Applies the debrained overlay if there is no brain
if(!brain)
if(animal_origin == ALIEN_BODYPART)
standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state" = "debrained_alien", "layer" = -HAIR_LAYER, "dir"=SOUTH)
hair_overlay.icon = 'icons/mob/animal_parts.dmi'
hair_overlay.icon_state = "debrained_alien"
else if(animal_origin == LARVA_BODYPART)
standing += image("icon"='icons/mob/animal_parts.dmi', "icon_state" = "debrained_larva", "layer" = -HAIR_LAYER, "dir"=SOUTH)
hair_overlay.icon = 'icons/mob/animal_parts.dmi'
hair_overlay.icon_state = "debrained_larva"
else if(!(NOBLOOD in species_flags_list))
standing += image("icon"='icons/mob/human_face.dmi', "icon_state" = "debrained", "layer" = -HAIR_LAYER, "dir"=SOUTH)
hair_overlay.icon = 'icons/mob/human_face.dmi'
hair_overlay.icon_state = "debrained"
else
if(hair_style)
S = GLOB.hair_styles_list[hair_style]
if(S)
var/image/img_hair = image("icon" = S.icon, "icon_state" = "[S.icon_state]", "layer" = -HAIR_LAYER, "dir"=SOUTH)
img_hair.color = "#" + hair_color
img_hair.alpha = hair_alpha
standing += img_hair
hair_overlay.icon = icon
hair_overlay.icon_state = "[S.icon_state]"
hair_overlay.color = "#" + hair_color
hair_overlay.alpha = hair_alpha
// lipstick
if(lip_style)
var/image/lips = image("icon"='icons/mob/human_face.dmi', "icon_state"="lips_[lip_style]", "layer" = -BODY_LAYER, "dir"=SOUTH)
lips.color = lip_color
standing += lips
var/image/lips_overlay = image('icons/mob/human_face.dmi', "lips_[lip_style]", -BODY_LAYER, SOUTH)
lips_overlay.color = lip_color
. += lips_overlay
// eyes
var/image/eyes_overlay = image('icons/mob/human_face.dmi', "eyes", -BODY_LAYER, SOUTH)
. += eyes_overlay
if(!eyes)
standing += image("icon"='icons/mob/human_face.dmi', "icon_state" = "eyes_missing", "layer" = -BODY_LAYER, "dir"=SOUTH)
eyes_overlay.icon_state = "eyes_missing"
else if(eyes.eye_color)
var/image/img_eyes = image("icon" = 'icons/mob/human_face.dmi', "icon_state" = "eyes", "layer" = -BODY_LAYER, "dir"=SOUTH)
img_eyes.color = "#" + eyes.eye_color
standing += img_eyes
return standing
eyes_overlay.color = "#" + eyes.eye_color
/obj/item/bodypart/head/monkey
icon = 'icons/mob/animal_parts.dmi'
@@ -11,7 +11,7 @@
if(iscarbon(M))
src.Insert(M)
if(implant_overlay)
var/image/overlay = new /image(icon, implant_overlay)
var/mutable_appearance/overlay = mutable_appearance(icon, implant_overlay)
overlay.color = implant_color
add_overlay(overlay)
return ..()