SUBSYSTEM_DEF(overlays) name = "Overlay" flags = SS_TICKER wait = 1 priority = FIRE_PRIORITY_OVERLAYS init_order = INIT_ORDER_OVERLAY var/initialized = FALSE var/list/queue // Queue of atoms needing overlay compiling (TODO-VERIFY!) var/list/stats var/list/overlay_icon_state_caches // Cache thing var/list/overlay_icon_cache // Cache thing var/global/image/stringbro = new() // Temporarily super-global because of BYOND init order dumbness. var/global/image/iconbro = new() // Temporarily super-global because of BYOND init order dumbness. var/global/image/appearance_bro = new() // Temporarily super-global because of BYOND init order dumbness. /datum/controller/subsystem/overlays/PreInit() overlay_icon_state_caches = list() overlay_icon_cache = list() queue = list() stats = list() /datum/controller/subsystem/overlays/Initialize() initialized = TRUE fire(mc_check = FALSE) ..() /datum/controller/subsystem/overlays/stat_entry() ..("Ov:[length(queue)]") /datum/controller/subsystem/overlays/Shutdown() text2file(render_stats(stats), "[log_path]-overlay.log") /datum/controller/subsystem/overlays/Recover() overlay_icon_state_caches = SSoverlays.overlay_icon_state_caches overlay_icon_cache = SSoverlays.overlay_icon_cache queue = SSoverlays.queue /datum/controller/subsystem/overlays/fire(resumed = FALSE, mc_check = TRUE) var/list/queue = src.queue var/static/count = 0 if (count) var/c = count count = 0 //so if we runtime on the Cut, we don't try again. queue.Cut(1,c+1) for (var/thing in queue) count++ if(thing) STAT_START_STOPWATCH var/atom/A = thing COMPILE_OVERLAYS(A) STAT_STOP_STOPWATCH STAT_LOG_ENTRY(stats, A.type) if(mc_check) if(MC_TICK_CHECK) break else CHECK_TICK if (count) queue.Cut(1,count+1) count = 0 /proc/iconstate2appearance(icon, iconstate) // var/static/image/stringbro = new() // Moved to be superglobal due to BYOND insane init order stupidness. 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() // Moved to be superglobal due to BYOND insane init order stupidness. var/list/icon_cache = SSoverlays.overlay_icon_cache . = icon_cache[icon] if (!.) iconbro.icon = icon . = iconbro.appearance icon_cache[icon] = . /atom/proc/build_appearance_list(old_overlays) // var/static/image/appearance_bro = new() // Moved to be superglobal due to BYOND insane init order stupidness. var/list/new_overlays = list() if (!islist(old_overlays)) old_overlays = list(old_overlays) for (var/overlay in old_overlays) if(!overlay) continue if (istext(overlay)) new_overlays += iconstate2appearance(icon, overlay) else if(isicon(overlay)) new_overlays += icon2appearance(overlay) else if(isloc(overlay)) var/atom/A = overlay if (A.flags & OVERLAY_QUEUED) COMPILE_OVERLAYS(A) appearance_bro.appearance = overlay //this works for images and atoms too! if(!ispath(overlay)) var/image/I = overlay appearance_bro.dir = I.dir new_overlays += appearance_bro.appearance return new_overlays #define NOT_QUEUED_ALREADY (!(flags & OVERLAY_QUEUED)) #define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; SSoverlays.queue += src; /** * Cut all of atom's normal overlays. Usually leaves "priority" overlays untouched. * * @param priority If true, also will cut priority overlays. */ /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 /** * Removes specific overlay(s) from the atom. Usually does not remove them from "priority" overlays. * * @param overlays The overlays to removed, type can be anything that is allowed for add_overlay(). * @param priority If true, also will remove them from the "priority" overlays. */ /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_overlays)) || (init_p_len != LAZYLEN(cached_priority)))) QUEUE_FOR_COMPILE /** * Adds specific overlay(s) to the atom. * It is designed so any of the types allowed to be added to /atom/overlays can be added here too. More details below. * * @param overlays The overlay(s) to add. These may be * - A string: In which case it is treated as an icon_state of the atom's icon. * - An icon: It is treated as an icon. * - An atom: Its own overlays are compiled and then it's appearance is added. (Meaning its current apperance is frozen). * - An image: Image's apperance is added (i.e. subsequently editing the image will not edit the overlay) * - A type path: Added to overlays as is. Does whatever it is BYOND does when you add paths to overlays. * - Or a list containing any of the above. * @param priority The overlays are added to the "priority" list istead of the normal one. */ /atom/proc/add_overlay(list/overlays, priority = FALSE) if(!overlays) return overlays = build_appearance_list(overlays) LAZYINITLIST(our_overlays) //always initialized after this point LAZYINITLIST(priority_overlays) var/list/cached_overlays = our_overlays //sanic var/list/cached_priority = priority_overlays var/init_o_len = cached_overlays.len var/init_p_len = cached_priority.len //starter pokemon var/need_compile if(priority) cached_priority += overlays //or in the image. Can we use [image] = image? need_compile = init_p_len != cached_priority.len else cached_overlays += overlays need_compile = init_o_len != cached_overlays.len if(NOT_QUEUED_ALREADY && need_compile) //have we caught more pokemon? QUEUE_FOR_COMPILE /** * Copy the overlays from another atom, either replacing all of ours or appending to our existing overlays. * Note: This copies only the normal overlays, not the "priority" overlays. * * @param other The atom to copy overlays from. * @param cut_old If true, all of our overlays will be *replaced* by the other's. If other is null, that means cutting all ours. */ /atom/proc/copy_overlays(atom/other, cut_old) //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 || !LAZYLEN(our_overlays)) 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() /image/proc/copy_overlays(atom/other, cut_old) if(!other) if(cut_old) cut_overlays() return var/list/cached_other = other.our_overlays if(cached_other) if(cut_old || !overlays.len) overlays = cached_other.Copy() else overlays |= cached_other else if(cut_old) cut_overlays()