DrawLayer -> DrawManager, iface assertions, etc
This commit is contained in:
parent
fe40073407
commit
045ab20cd5
5 changed files with 51 additions and 45 deletions
|
@ -9,6 +9,15 @@ import (
|
|||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
var _ interface {
|
||||
Drawer
|
||||
DrawManager
|
||||
Hider
|
||||
Prepper
|
||||
Scanner
|
||||
Updater
|
||||
} = &DrawDAG{}
|
||||
|
||||
// DrawDAG is a DrawLayer that organises DrawBoxer descendants in a directed
|
||||
// acyclic graph (DAG), in order to draw them according to ordering constraints.
|
||||
// It combines a DAG with a spatial index used when updating vertices to reduce
|
||||
|
@ -26,7 +35,7 @@ type DrawDAG struct {
|
|||
}
|
||||
|
||||
// Draw draws everything in the DAG in topological order.
|
||||
func (d *DrawDAG) DrawAll(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
||||
func (d *DrawDAG) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
||||
if d.Hidden() {
|
||||
return
|
||||
}
|
||||
|
@ -89,6 +98,9 @@ func (d *DrawDAG) DrawAll(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
|||
})
|
||||
}
|
||||
|
||||
// exists to satisfy interface
|
||||
func (DrawDAG) ManagesDrawingSubcomponents() {}
|
||||
|
||||
// Prepare adds all subcomponents to the DAG.
|
||||
func (d *DrawDAG) Prepare(game *Game) error {
|
||||
d.dag = newDAG()
|
||||
|
|
|
@ -2,6 +2,12 @@ package engine
|
|||
|
||||
import "github.com/hajimehoshi/ebiten/v2"
|
||||
|
||||
var _ interface {
|
||||
Drawer
|
||||
DrawManager
|
||||
Scanner
|
||||
} = &DrawDFS{}
|
||||
|
||||
// DrawDFS is a DrawLayer that does not add any structure. Components are
|
||||
// drawn in the order in which they are encountered by a depth-first search
|
||||
// through the game tree, without any extra sorting based on Z values or
|
||||
|
@ -11,7 +17,7 @@ type DrawDFS struct {
|
|||
Hides
|
||||
}
|
||||
|
||||
func (d *DrawDFS) DrawAll(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
||||
func (d *DrawDFS) Draw(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
||||
if d.Hidden() {
|
||||
return
|
||||
}
|
||||
|
@ -20,6 +26,9 @@ func (d *DrawDFS) DrawAll(screen *ebiten.Image, opts *ebiten.DrawImageOptions) {
|
|||
}
|
||||
}
|
||||
|
||||
// exists to satisfy interface
|
||||
func (DrawDFS) ManagesDrawingSubcomponents() {}
|
||||
|
||||
func (d *DrawDFS) draw(component interface{}, screen *ebiten.Image, opts ebiten.DrawImageOptions) {
|
||||
// Hidden? stop drawing
|
||||
if h, ok := component.(Hider); ok && h.Hidden() {
|
||||
|
@ -29,16 +38,14 @@ func (d *DrawDFS) draw(component interface{}, screen *ebiten.Image, opts ebiten.
|
|||
if tf, ok := component.(Transformer); ok {
|
||||
opts = concatOpts(tf.Transform(), opts)
|
||||
}
|
||||
// Is it a DrawLayer? draw all and return
|
||||
if dl, ok := component.(DrawLayer); ok {
|
||||
dl.DrawAll(screen, &opts)
|
||||
return
|
||||
}
|
||||
// Not a draw layer.
|
||||
// Does it draw itself? Draw
|
||||
if dr, ok := component.(Drawer); ok {
|
||||
dr.Draw(screen, &opts)
|
||||
}
|
||||
// Is it a DrawManager? return early (don't recurse)
|
||||
if _, ok := component.(DrawManager); ok {
|
||||
return
|
||||
}
|
||||
// Has subcomponents? recurse
|
||||
if sc, ok := component.(Scanner); ok {
|
||||
for _, ch := range sc.Scan() {
|
||||
|
|
|
@ -39,7 +39,7 @@ type Game struct {
|
|||
Disables
|
||||
Hides
|
||||
ScreenSize image.Point
|
||||
Roots []DrawLayer
|
||||
Root Drawer // usually a DrawManager
|
||||
Projection geom.Projector
|
||||
VoxelScale geom.Float3
|
||||
|
||||
|
@ -54,12 +54,7 @@ func (g *Game) Draw(screen *ebiten.Image) {
|
|||
if g.Hidden() {
|
||||
return
|
||||
}
|
||||
|
||||
// Make all draw managers draw, in order.
|
||||
opts := &ebiten.DrawImageOptions{}
|
||||
for _, dm := range g.Roots {
|
||||
dm.DrawAll(screen, opts)
|
||||
}
|
||||
g.Root.Draw(screen, &ebiten.DrawImageOptions{})
|
||||
}
|
||||
|
||||
// Layout returns the configured screen width/height.
|
||||
|
@ -158,14 +153,8 @@ func (g *Game) Query(ancestor interface{}, behaviour reflect.Type) map[interface
|
|||
return g.byAB[abKey{ancestor, behaviour}]
|
||||
}
|
||||
|
||||
// Scan implements Scanner.
|
||||
func (g *Game) Scan() []interface{} {
|
||||
rs := make([]interface{}, 0, len(g.Roots))
|
||||
for _, r := range g.Roots {
|
||||
rs = append(rs, r)
|
||||
}
|
||||
return rs
|
||||
}
|
||||
// Scan returns g.Root.
|
||||
func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
|
||||
|
||||
// PreorderWalk calls visit with every component and its parent, reachable from
|
||||
// the given component via Scan, for as long as visit returns nil. The parent
|
||||
|
|
|
@ -17,7 +17,7 @@ var (
|
|||
BoundingBoxerType = reflect.TypeOf((*BoundingBoxer)(nil)).Elem()
|
||||
ColliderType = reflect.TypeOf((*Collider)(nil)).Elem()
|
||||
DisablerType = reflect.TypeOf((*Disabler)(nil)).Elem()
|
||||
DrawLayerType = reflect.TypeOf((*DrawLayer)(nil)).Elem()
|
||||
DrawLayerType = reflect.TypeOf((*DrawManager)(nil)).Elem()
|
||||
DrawerType = reflect.TypeOf((*Drawer)(nil)).Elem()
|
||||
DrawBoxerType = reflect.TypeOf((*DrawBoxer)(nil)).Elem()
|
||||
DrawOrdererType = reflect.TypeOf((*DrawOrderer)(nil)).Elem()
|
||||
|
@ -73,11 +73,11 @@ type Disabler interface {
|
|||
Enable()
|
||||
}
|
||||
|
||||
// DrawLayer is a component responsible for calling Draw on all Drawer
|
||||
// components beneath it, except those beneath another DrawLayer (it calls
|
||||
// DrawAll on those).
|
||||
type DrawLayer interface {
|
||||
DrawAll(*ebiten.Image, *ebiten.DrawImageOptions)
|
||||
// DrawManager is a component responsible for calling Draw on all Drawer
|
||||
// components beneath it, except those beneath another DrawManager (it might
|
||||
// call Draw on the DrawManager, but that's it).
|
||||
type DrawManager interface {
|
||||
ManagesDrawingSubcomponents()
|
||||
}
|
||||
|
||||
// Drawer components can draw themselves. Draw is called often. Draw is not
|
||||
|
|
4
main.go
4
main.go
|
@ -67,8 +67,7 @@ func main() {
|
|||
Y: 1,
|
||||
Z: math.Sqrt(3),
|
||||
},
|
||||
Roots: []engine.DrawLayer{
|
||||
&engine.DrawDFS{
|
||||
Root: &engine.DrawDFS{
|
||||
Components: []interface{}{
|
||||
&engine.Fill{
|
||||
ID: "bg_fill",
|
||||
|
@ -87,7 +86,6 @@ func main() {
|
|||
engine.PerfDisplay{},
|
||||
},
|
||||
},
|
||||
},
|
||||
}
|
||||
if err := g.LoadAndPrepare(game.Assets); err != nil {
|
||||
log.Fatalf("Loading/preparing error: %v", err)
|
||||
|
|
Loading…
Reference in a new issue