why bother having a call that does reordering when the objects are being linearly scanned anyway

This commit is contained in:
Josh Deprez 2021-07-30 16:31:08 +10:00 committed by Josh Deprez
parent 058afc189c
commit 1888821748
2 changed files with 14 additions and 10 deletions

View file

@ -1,6 +1,7 @@
package engine package engine
import ( import (
"math"
"sort" "sort"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
@ -25,8 +26,6 @@ type ZPositioner interface {
type Scene struct { type Scene struct {
Components []interface{} Components []interface{}
Transform ebiten.GeoM Transform ebiten.GeoM
needsSort bool
} }
// Draw draws all components in order. // Draw draws all components in order.
@ -39,16 +38,10 @@ func (s *Scene) Draw(screen *ebiten.Image, geom ebiten.GeoM) {
} }
} }
// SetNeedsSort informs l that its layers may be out of order.
func (s *Scene) SetNeedsSort() {
s.needsSort = true
}
// sortByZ sorts the components by Z position. // sortByZ sorts the components by Z position.
// Stable sort is used to avoid Z-fighting among layers without a Z, or // Stable sort is used to avoid Z-fighting among layers without a Z, or
// among those with equal Z. All non-ZPositioners are sorted first. // among those with equal Z. All non-ZPositioners are sorted first.
func (s *Scene) sortByZ() { func (s *Scene) sortByZ() {
s.needsSort = false
sort.SliceStable(s.Components, func(i, j int) bool { sort.SliceStable(s.Components, func(i, j int) bool {
a, aok := s.Components[i].(ZPositioner) a, aok := s.Components[i].(ZPositioner)
b, bok := s.Components[j].(ZPositioner) b, bok := s.Components[j].(ZPositioner)
@ -61,14 +54,26 @@ func (s *Scene) sortByZ() {
// Update calls Update on all Updater components. // Update calls Update on all Updater components.
func (s *Scene) Update() error { func (s *Scene) Update() error {
needsSort := false
curZ := -math.MaxFloat64 // this is min float64
for _, c := range s.Components { for _, c := range s.Components {
// Update each updater in turn
if u, ok := c.(Updater); ok { if u, ok := c.(Updater); ok {
if err := u.Update(); err != nil { if err := u.Update(); err != nil {
return err return err
} }
} }
if !needsSort {
// Check if the update put the components out of order
if z, ok := c.(ZPositioner); ok {
if t := z.Z(); t < curZ {
needsSort = true
curZ = t
} }
if s.needsSort { }
}
}
if needsSort {
s.sortByZ() s.sortByZ()
} }
return nil return nil

View file

@ -87,7 +87,6 @@ func main() {
}, },
}, },
} }
game.Scene.SetNeedsSort()
if err := ebiten.RunGame(game); err != nil { if err := ebiten.RunGame(game); err != nil {
log.Fatalf("Game error: %v", err) log.Fatalf("Game error: %v", err)