Files
Yogstation/code/controllers/subsystem/processing/overlays.dm
MrPerson ff3f84ab81 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.
2017-04-25 12:15:16 +02:00

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PROCESSING_SUBSYSTEM_DEF(overlays)
name = "Overlay"
flags = SS_TICKER|SS_FIRE_IN_LOBBY
wait = 1
priority = 500
init_order = INIT_ORDER_OVERLAY
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
/datum/controller/subsystem/processing/overlays/fire(resumed = FALSE, mc_check = TRUE)
while(processing.len)
var/atom/thing = processing[processing.len]
processing.len--
if(thing)
thing.compile_overlays(FALSE)
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
/atom/proc/compile_overlays()
if(LAZYLEN(priority_overlays) && LAZYLEN(our_overlays))
overlays = our_overlays + priority_overlays
else if(LAZYLEN(our_overlays))
overlays = our_overlays
else if(LAZYLEN(priority_overlays))
overlays = priority_overlays
else
overlays.Cut()
flags &= ~OVERLAY_QUEUED
/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(new_overlays)
var/static/image/appearance_bro = new()
if (!islist(new_overlays))
new_overlays = list(new_overlays)
else
listclearnulls(new_overlays)
for (var/i in 1 to length(new_overlays))
var/image/cached_overlay = new_overlays[i]
if (istext(cached_overlay))
new_overlays[i] = iconstate2appearance(icon, cached_overlay)
else if(isicon(cached_overlay))
new_overlays[i] = icon2appearance(cached_overlay)
else //image/mutable_appearance probable
appearance_bro.appearance = cached_overlay
if(!ispath(cached_overlay))
appearance_bro.dir = cached_overlay.dir
new_overlays[i] = appearance_bro.appearance
return new_overlays
#define NOT_QUEUED_ALREADY (!(flags & OVERLAY_QUEUED))
#define QUEUE_FOR_COMPILE flags |= OVERLAY_QUEUED; 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_priority)) || (init_p_len != LAZYLEN(cached_overlays))))
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 = FALSE) //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()