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* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
192 lines
5.4 KiB
Plaintext
192 lines
5.4 KiB
Plaintext
PROCESSING_SUBSYSTEM_DEF(overlays)
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name = "Overlay"
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flags = SS_TICKER|SS_FIRE_IN_LOBBY
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wait = 1
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priority = 500
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init_order = -6
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stat_tag = "Ov"
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currentrun = null
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var/list/overlay_icon_state_caches
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var/list/overlay_icon_cache
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var/initialized = FALSE
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/datum/controller/subsystem/processing/overlays/PreInit()
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LAZYINITLIST(overlay_icon_state_caches)
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LAZYINITLIST(overlay_icon_cache)
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/datum/controller/subsystem/processing/overlays/Initialize()
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initialized = TRUE
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Flush()
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..()
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/datum/controller/subsystem/processing/overlays/Recover()
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overlay_icon_state_caches = SSoverlays.overlay_icon_state_caches
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overlay_icon_cache = SSoverlays.overlay_icon_cache
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processing = SSoverlays.processing
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/datum/controller/subsystem/processing/overlays/fire(resumed = FALSE, mc_check = TRUE)
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while(processing.len)
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var/atom/thing = processing[processing.len]
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processing.len--
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if(thing)
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thing.compile_overlays(FALSE)
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if(mc_check)
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if(MC_TICK_CHECK)
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break
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else
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CHECK_TICK
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/datum/controller/subsystem/processing/overlays/proc/Flush()
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if(processing.len)
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testing("Flushing [processing.len] overlays")
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fire(mc_check = FALSE) //pair this thread up with the MC to get extra compile time
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/atom/proc/compile_overlays()
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if(LAZYLEN(priority_overlays) && LAZYLEN(our_overlays))
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overlays = our_overlays + priority_overlays
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else if(LAZYLEN(our_overlays))
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overlays = our_overlays
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else if(LAZYLEN(priority_overlays))
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overlays = priority_overlays
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else
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overlays.Cut()
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flags &= ~OVERLAY_QUEUED
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/proc/iconstate2appearance(icon, iconstate)
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var/static/image/stringbro = new()
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var/list/icon_states_cache = SSoverlays.overlay_icon_state_caches
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var/list/cached_icon = icon_states_cache[icon]
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if (cached_icon)
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var/cached_appearance = cached_icon["[iconstate]"]
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if (cached_appearance)
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return cached_appearance
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stringbro.icon = icon
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stringbro.icon_state = iconstate
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if (!cached_icon) //not using the macro to save an associated lookup
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cached_icon = list()
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icon_states_cache[icon] = cached_icon
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var/cached_appearance = stringbro.appearance
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cached_icon["[iconstate]"] = cached_appearance
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return cached_appearance
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/proc/icon2appearance(icon)
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var/static/image/iconbro = new()
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var/list/icon_cache = SSoverlays.overlay_icon_cache
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. = icon_cache[icon]
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if (!.)
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iconbro.icon = icon
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. = iconbro.appearance
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icon_cache[icon] = .
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/atom/proc/build_appearance_list(new_overlays)
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var/static/image/appearance_bro = new()
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if (!islist(new_overlays))
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new_overlays = list(new_overlays)
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else
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listclearnulls(new_overlays)
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for (var/i in 1 to length(new_overlays))
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var/image/cached_overlay = new_overlays[i]
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if (istext(cached_overlay))
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new_overlays[i] = iconstate2appearance(icon, cached_overlay)
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else if(isicon(cached_overlay))
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new_overlays[i] = icon2appearance(cached_overlay)
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else //image probable
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appearance_bro.appearance = cached_overlay
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if(!ispath(cached_overlay))
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appearance_bro.dir = cached_overlay.dir
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new_overlays[i] = appearance_bro.appearance
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return new_overlays
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#define NOT_QUEUED_ALREADY (!(flags & OVERLAY_QUEUED))
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#define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; SSoverlays.processing += src;
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/atom/proc/cut_overlays(priority = FALSE)
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var/list/cached_overlays = our_overlays
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var/list/cached_priority = priority_overlays
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var/need_compile = FALSE
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if(LAZYLEN(cached_overlays)) //don't queue empty lists, don't cut priority overlays
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cached_overlays.Cut() //clear regular overlays
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need_compile = TRUE
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if(priority && LAZYLEN(cached_priority))
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cached_priority.Cut()
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need_compile = TRUE
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if(NOT_QUEUED_ALREADY && need_compile)
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QUEUE_FOR_COMPILE
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/atom/proc/cut_overlay(list/overlays, priority)
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if(!overlays)
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return
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overlays = build_appearance_list(overlays)
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var/list/cached_overlays = our_overlays //sanic
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var/list/cached_priority = priority_overlays
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var/init_o_len = LAZYLEN(cached_overlays)
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var/init_p_len = LAZYLEN(cached_priority) //starter pokemon
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LAZYREMOVE(cached_overlays, overlays)
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if(priority)
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LAZYREMOVE(cached_priority, overlays)
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if(NOT_QUEUED_ALREADY && ((init_o_len != LAZYLEN(cached_priority)) || (init_p_len != LAZYLEN(cached_overlays))))
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QUEUE_FOR_COMPILE
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/atom/proc/add_overlay(list/overlays, priority = FALSE)
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if(!overlays)
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return
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overlays = build_appearance_list(overlays)
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LAZYINITLIST(our_overlays) //always initialized after this point
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LAZYINITLIST(priority_overlays)
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var/list/cached_overlays = our_overlays //sanic
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var/list/cached_priority = priority_overlays
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var/init_o_len = cached_overlays.len
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var/init_p_len = cached_priority.len //starter pokemon
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var/need_compile
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if(priority)
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cached_priority += overlays //or in the image. Can we use [image] = image?
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need_compile = init_p_len != cached_priority.len
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else
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cached_overlays += overlays
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need_compile = init_o_len != cached_overlays.len
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if(NOT_QUEUED_ALREADY && need_compile) //have we caught more pokemon?
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QUEUE_FOR_COMPILE
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/atom/proc/copy_overlays(atom/other, cut_old = FALSE) //copys our_overlays from another atom
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if(!other)
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if(cut_old)
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cut_overlays()
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return
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var/list/cached_other = other.our_overlays
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if(cached_other)
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if(cut_old || !LAZYLEN(our_overlays))
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our_overlays = cached_other.Copy()
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else
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our_overlays |= cached_other
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if(NOT_QUEUED_ALREADY)
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QUEUE_FOR_COMPILE
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else if(cut_old)
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cut_overlays()
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#undef NOT_QUEUED_ALREADY
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#undef QUEUE_FOR_COMPILE
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//TODO: Better solution for these?
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/image/proc/add_overlay(x)
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overlays += x
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/image/proc/cut_overlay(x)
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overlays -= x
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/image/proc/cut_overlays(x)
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overlays.Cut()
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