light renaming
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parent
7ca71b26fb
commit
146e713fd7
1 changed files with 11 additions and 11 deletions
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@ -60,26 +60,26 @@ func (g *Game) Draw(screen *ebiten.Image) {
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// Hiding a parent component should hide the child objects, and the
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// transform applied to a child should be the cumulative transform of all
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// parents as well.
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// accum memoises the results for each component.
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// cache memoises the results for each component.
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type state struct {
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hidden bool
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opts ebiten.DrawImageOptions
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}
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accum := map[interface{}]state{
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cache := map[interface{}]state{
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g: {hidden: false},
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}
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// Draw everything in g.drawList, where not hidden (itself or any parent)
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for _, d := range g.drawList.list {
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// Is d hidden itself?
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if h, ok := d.(Hider); ok && h.Hidden() {
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accum[d] = state{hidden: true}
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cache[d] = state{hidden: true}
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continue // skip drawing
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}
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// Walk up g.par to find the nearest state in accum.
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var st state
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stack := []interface{}{d}
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for p := g.par[d]; ; p = g.par[p] {
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if s, found := accum[p]; found {
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if s, found := cache[p]; found {
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st = s
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break
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}
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@ -94,14 +94,14 @@ func (g *Game) Draw(screen *ebiten.Image) {
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st.hidden = st.hidden || h.Hidden()
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}
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if st.hidden {
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accum[p] = state{hidden: true}
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cache[p] = state{hidden: true}
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continue
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}
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// p is not hidden, so compute its cumulative opts.
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if tf, ok := p.(Transformer); ok {
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st.opts = concatOpts(tf.Transform(), st.opts)
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}
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accum[p] = st
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cache[p] = st
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}
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// Skip drawing if hidden.
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@ -125,8 +125,8 @@ func (g *Game) Update() error {
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// Need to do a similar trick for Draw: disabling a parent object should
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// disable the child objects.
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// accum memoises the disabled state for each component.
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accum := map[interface{}]bool{
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// cache memoises the disabled state for each component.
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cache := map[interface{}]bool{
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g: false,
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}
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@ -140,7 +140,7 @@ func (g *Game) Update() error {
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// Is u disabled itself?
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if d, ok := u.(Disabler); ok && d.Disabled() {
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accum[u] = true
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cache[u] = true
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continue
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}
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@ -148,7 +148,7 @@ func (g *Game) Update() error {
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var st bool
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stack := []interface{}{u}
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for p := g.par[u]; ; p = g.par[p] {
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if s, found := accum[p]; found {
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if s, found := cache[p]; found {
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st = s
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break
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}
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@ -162,7 +162,7 @@ func (g *Game) Update() error {
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if d, ok := p.(Disabler); ok {
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st = st || d.Disabled()
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}
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accum[p] = st
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cache[p] = st
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}
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// Skip updating if disabled.
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