/
overlays.dm
233 lines (203 loc) · 7.56 KB
/
overlays.dm
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SUBSYSTEM_DEF(overlays)
name = "Overlay"
flags = SS_NO_FIRE|SS_NO_INIT
var/list/stats
/datum/controller/subsystem/overlays/PreInit()
stats = list()
/datum/controller/subsystem/overlays/Shutdown()
text2file(render_stats(stats), "[GLOB.log_directory]/overlay.log")
/datum/controller/subsystem/overlays/Recover()
stats = SSoverlays.stats
/// Converts an overlay list into text for debug printing
/// Of note: overlays aren't actually mutable appearances, they're just appearances
/// Don't have access to that type tho, so this is the best you're gonna get
/proc/overlays2text(list/overlays)
var/list/unique_overlays = list()
// As anything because we're basically doing type coerrsion, rather then actually filtering for mutable apperances
for(var/mutable_appearance/overlay as anything in overlays)
var/key = "[overlay.icon]-[overlay.icon_state]-[overlay.dir]"
unique_overlays[key] += 1
var/list/output_text = list()
for(var/key in unique_overlays)
output_text += "([key]) = [unique_overlays[key]]"
return output_text.Join("\n")
/proc/iconstate2appearance(icon, iconstate)
var/static/image/stringbro = new()
stringbro.icon = icon
stringbro.icon_state = iconstate
return stringbro.appearance
/proc/icon2appearance(icon)
var/static/image/iconbro = new()
iconbro.icon = icon
return iconbro.appearance
/atom/proc/build_appearance_list(list/build_overlays)
if (!islist(build_overlays))
build_overlays = list(build_overlays)
for (var/overlay in build_overlays)
if(!overlay)
build_overlays -= overlay
continue
if (istext(overlay))
// This is too expensive to run normally but running it during CI is a good test
if (PERFORM_ALL_TESTS(focus_only/invalid_overlays))
var/list/icon_states_available = icon_states(icon)
if(!(overlay in icon_states_available))
var/icon_file = "[icon]" || "Unknown Generated Icon"
stack_trace("Invalid overlay: Icon object '[icon_file]' [REF(icon)] used in '[src]' [type] is missing icon state [overlay].")
continue
var/index = build_overlays.Find(overlay)
build_overlays[index] = iconstate2appearance(icon, overlay)
else if(isicon(overlay))
var/index = build_overlays.Find(overlay)
build_overlays[index] = icon2appearance(overlay)
return build_overlays
/atom/proc/cut_overlays()
STAT_START_STOPWATCH
overlays = null
POST_OVERLAY_CHANGE(src)
STAT_STOP_STOPWATCH
STAT_LOG_ENTRY(SSoverlays.stats, type)
/atom/proc/cut_overlay(list/remove_overlays)
if(!overlays)
return
STAT_START_STOPWATCH
overlays -= build_appearance_list(remove_overlays)
POST_OVERLAY_CHANGE(src)
STAT_STOP_STOPWATCH
STAT_LOG_ENTRY(SSoverlays.stats, type)
/atom/proc/add_overlay(list/add_overlays)
if(!overlays)
return
STAT_START_STOPWATCH
overlays += build_appearance_list(add_overlays)
VALIDATE_OVERLAY_LIMIT(src)
POST_OVERLAY_CHANGE(src)
STAT_STOP_STOPWATCH
STAT_LOG_ENTRY(SSoverlays.stats, type)
/atom/proc/copy_overlays(atom/other, cut_old) //copys our_overlays from another atom
if(!other)
if(cut_old)
cut_overlays()
return
STAT_START_STOPWATCH
var/list/cached_other = other.overlays.Copy()
if(cut_old)
if(cached_other)
overlays = cached_other
else
overlays = null
VALIDATE_OVERLAY_LIMIT(src)
POST_OVERLAY_CHANGE(src)
STAT_STOP_STOPWATCH
STAT_LOG_ENTRY(SSoverlays.stats, type)
else if(cached_other)
overlays += cached_other
VALIDATE_OVERLAY_LIMIT(src)
POST_OVERLAY_CHANGE(src)
STAT_STOP_STOPWATCH
STAT_LOG_ENTRY(SSoverlays.stats, type)
//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.overlays.Copy()
if(cached_other)
if(cut_old || !overlays.len)
overlays = cached_other
else
overlays |= cached_other
else if(cut_old)
cut_overlays()
// Debug procs
/atom
/// List of overlay "keys" (info about the appearance) -> mutable versions of static appearances
/// Drawn from the overlays list
var/list/realized_overlays
/// List of underlay "keys" (info about the appearance) -> mutable versions of static appearances
/// Drawn from the underlays list
var/list/realized_underlays
/image
/// List of overlay "keys" (info about the appearance) -> mutable versions of static appearances
/// Drawn from the overlays list
var/list/realized_overlays
/// List of underlay "keys" (info about the appearance) -> mutable versions of static appearances
/// Drawn from the underlays list
var/list/realized_underlays
/// Takes the atoms's existing overlays and underlays, and makes them mutable so they can be properly vv'd in the realized_overlays/underlays list
/atom/proc/realize_overlays()
realized_overlays = realize_appearance_queue(overlays)
realized_underlays = realize_appearance_queue(underlays)
/// Takes the image's existing overlays, and makes them mutable so they can be properly vv'd in the realized_overlays list
/image/proc/realize_overlays()
realized_overlays = realize_appearance_queue(overlays)
realized_underlays = realize_appearance_queue(underlays)
/// Takes a list of appearnces, makes them mutable so they can be properly vv'd and inspected
/proc/realize_appearance_queue(list/appearances)
var/list/real_appearances = list()
var/list/queue = appearances.Copy()
var/queue_index = 0
while(queue_index < length(queue))
queue_index++
// If it's not a command, we assert that it's an appearance
var/mutable_appearance/appearance = queue[queue_index]
if(!appearance) // Who fucking adds nulls to their sublists god you people are the worst
continue
var/mutable_appearance/new_appearance = new /mutable_appearance()
new_appearance.appearance = appearance
var/key = "[appearance.icon]-[appearance.icon_state]-[appearance.plane]-[appearance.layer]-[appearance.dir]-[appearance.color]"
var/tmp_key = key
var/appearance_indx = 1
while(real_appearances[tmp_key])
tmp_key = "[key]-[appearance_indx]"
appearance_indx++
real_appearances[tmp_key] = new_appearance
var/add_index = queue_index
// Now check its children
for(var/mutable_appearance/child_appearance as anything in appearance.overlays)
add_index++
queue.Insert(add_index, child_appearance)
for(var/mutable_appearance/child_appearance as anything in appearance.underlays)
add_index++
queue.Insert(add_index, child_appearance)
return real_appearances
/// Takes two appearances as args, prints out, logs, and returns a text representation of their differences
/// Including suboverlays
/proc/diff_appearances(mutable_appearance/first, mutable_appearance/second, iter = 0)
var/list/diffs = list()
var/list/firstdeet = first.vars
var/list/seconddeet = second.vars
var/diff_found = FALSE
for(var/name in first.vars)
var/firstv = firstdeet[name]
var/secondv = seconddeet[name]
if(firstv ~= secondv)
continue
if((islist(firstv) || islist(secondv)) && length(firstv) == 0 && length(secondv) == 0)
continue
if(name == "vars") // Go away
continue
if(name == "comp_lookup") // This is just gonna happen with marked datums, don't care
continue
if(name == "overlays")
first.realize_overlays()
second.realize_overlays()
var/overlays_differ = FALSE
for(var/i in 1 to length(first.realized_overlays))
if(diff_appearances(first.realized_overlays[i], second.realized_overlays[i], iter + 1))
overlays_differ = TRUE
if(!overlays_differ)
continue
diff_found = TRUE
diffs += "Diffs detected at [name]: First ([firstv]), Second ([secondv])"
var/text = "Depth of: [iter]\n\t[diffs.Join("\n\t")]"
message_admins(text)
log_world(text)
return diff_found