ichigo/engine/scene.go

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package engine
import (
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"encoding/gob"
"math"
"sort"
"github.com/hajimehoshi/ebiten/v2"
)
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func init() {
gob.Register(Scene{})
}
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// Scene manages drawing and updating a bunch of components.
type Scene struct {
Components []interface{}
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Disabled bool
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Hidden bool
ID
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Transform GeoMDef
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ZPos
}
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// Draw draws all components in order.
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func (s *Scene) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
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if s.Hidden {
return
}
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geom.Concat(*s.Transform.GeoM())
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for _, i := range s.Components {
if d, ok := i.(Drawer); ok {
d.Draw(screen, geom)
}
}
}
// Prepare does an initial Z-order sort.
func (s *Scene) Prepare(*Game) { s.sortByZ() }
// sortByZ sorts the components by Z position.
// Everything without a Z sorts first. Stable sort is used to avoid Z-fighting
// (among layers without a Z, or those with equal Z).
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func (s *Scene) sortByZ() {
sort.SliceStable(s.Components, func(i, j int) bool {
a, aok := s.Components[i].(ZPositioner)
b, bok := s.Components[j].(ZPositioner)
if aok && bok {
return a.Z() < b.Z()
}
return !aok && bok
})
}
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// Scan returns all immediate subcomponents.
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func (s *Scene) Scan() []interface{} { return s.Components }
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// Update calls Update on all Updater components.
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func (s *Scene) Update() error {
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if s.Disabled {
return nil
}
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for _, c := range s.Components {
// Update each updater in turn
if u, ok := c.(Updater); ok {
if err := u.Update(); err != nil {
return err
}
}
}
// Check if the updates put the components out of order; if so, sort
curZ := -math.MaxFloat64 // fun fact: this is min float64
for _, c := range s.Components {
z, ok := c.(ZPositioner)
if !ok {
continue
}
t := z.Z()
if t < curZ {
s.sortByZ()
return nil
}
curZ = t
}
return nil
}