PROCESSING_SUBSYSTEM_DEF(overlays) name = "Overlay" flags = SS_TICKER wait = 1 priority = 500 init_order = INIT_ORDER_OVERLAY runlevels = RUNLEVELS_DEFAULT | RUNLEVEL_SETUP stat_tag = "Ov" currentrun = null var/list/overlay_icon_state_caches var/list/overlay_icon_cache var/initialized = FALSE /datum/controller/subsystem/processing/overlays/PreInit() LAZYINITLIST(overlay_icon_state_caches) LAZYINITLIST(overlay_icon_cache) /datum/controller/subsystem/processing/overlays/Initialize() initialized = TRUE Flush() ..() /datum/controller/subsystem/processing/overlays/Recover() overlay_icon_state_caches = SSoverlays.overlay_icon_state_caches overlay_icon_cache = SSoverlays.overlay_icon_cache processing = SSoverlays.processing #define COMPILE_OVERLAYS(A)\ var/list/oo = A.our_overlays;\ var/list/po = A.priority_overlays;\ if(LAZYLEN(po)){\ if(LAZYLEN(oo)){\ A.overlays = oo + po;\ }\ else{\ A.overlays = po;\ }\ }\ else if(LAZYLEN(oo)){\ A.overlays = oo;\ }\ else{\ A.overlays.Cut();\ }\ A.flags_1 &= ~OVERLAY_QUEUED_1 /datum/controller/subsystem/processing/overlays/fire(resumed = FALSE, mc_check = TRUE) var/list/processing = src.processing while(processing.len) var/atom/thing = processing[processing.len] processing.len-- if(thing) COMPILE_OVERLAYS(thing) if(mc_check) if(MC_TICK_CHECK) break else CHECK_TICK /datum/controller/subsystem/processing/overlays/proc/Flush() if(processing.len) testing("Flushing [processing.len] overlays") fire(mc_check = FALSE) //pair this thread up with the MC to get extra compile time /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] = . /atom/proc/build_appearance_list(old_overlays) var/static/image/appearance_bro = new() 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 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_1 & OVERLAY_QUEUED_1)) #define QUEUE_FOR_COMPILE flags_1 |= OVERLAY_QUEUED_1; 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_overlays)) || (init_p_len != LAZYLEN(cached_priority)))) QUEUE_FOR_COMPILE /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 /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()