2021-08-23 11:00:51 +10:00
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package engine
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import (
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"encoding/gob"
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"image"
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"io/fs"
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"github.com/hajimehoshi/ebiten/v2"
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)
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2021-08-23 11:02:24 +10:00
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// Ensure SceneRef satisfies interfaces.
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var (
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_ Loader = &SceneRef{}
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_ Scener = &SceneRef{}
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)
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2021-08-23 18:08:14 +10:00
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func init() {
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gob.Register(SceneRef{})
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}
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2021-08-23 11:00:51 +10:00
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// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
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// After Load, Scene is usable.
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// This is mostly useful for scenes that refer to other scenes, e.g.
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//
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// var sc = &Scene{
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// Components: []interface{}{
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// SceneRef{Path: "assets/foo.gob.gz"}
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// },
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// }
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type SceneRef struct {
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Path string
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scene *Scene // not exported for gob reasons
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}
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// Load loads the scene from the file.
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func (r *SceneRef) Load(assets fs.FS) error {
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sc := new(Scene)
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2021-08-23 20:28:49 +10:00
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if err := loadGobz(sc, assets, r.Path); err != nil {
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2021-08-23 11:00:51 +10:00
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return err
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}
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r.scene = sc
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return nil
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}
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// The rest of the methods forward to r.scene, as such they will
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// panic if the scene isn't loaded.
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// BoundingRect returns the Bounds from the scene.
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func (r SceneRef) BoundingRect() image.Rectangle { return r.scene.BoundingRect() }
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2021-08-23 11:10:46 +10:00
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// IsDisabled returns the value of IsDisabled from the scene.
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func (r SceneRef) IsDisabled() bool { return r.scene.IsDisabled() }
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// Disable calls Disable on the scene.
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func (r SceneRef) Disable() { r.scene.Disable() }
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// Enable calls Enable on the scene.
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func (r SceneRef) Enable() { r.scene.Enable() }
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2021-08-23 11:00:51 +10:00
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// Draw draws the scene.
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func (r SceneRef) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
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r.scene.Draw(screen, opts)
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}
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// DrawOrder returns the value of DrawOrder from the scene.
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func (r SceneRef) DrawOrder() float64 { return r.scene.DrawOrder() }
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// IsHidden returns the value of IsHidden from the scene.
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func (r SceneRef) IsHidden() bool { return r.scene.IsHidden() }
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// Hide calls Hide on the scene.
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func (r SceneRef) Hide() { r.scene.Hide() }
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// Show calls Show on the scene.
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func (r SceneRef) Show() { r.scene.Show() }
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// Ident returns the value of Ident from the scene.
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func (r SceneRef) Ident() string { return r.scene.Ident() }
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// Prepare prepares the scene.
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func (r SceneRef) Prepare(g *Game) { r.scene.Prepare(g) }
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// Scan returns the components in the scene.
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func (r SceneRef) Scan() []interface{} { return r.scene.Scan() }
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// Update updates the scene.
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func (r SceneRef) Update() error { return r.scene.Update() }
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