move sceneref into scene.go
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parent
7c7fd781d2
commit
2b5987a95e
2 changed files with 73 additions and 78 deletions
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@ -2,13 +2,26 @@ package engine
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import (
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import (
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"encoding/gob"
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"encoding/gob"
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"image"
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"io/fs"
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"path/filepath"
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)
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)
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// Ensure Scene satisfies Scener.
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var (
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var _ Scener = &Scene{}
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// Ensure Scene satisfies Scener.
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_ Scener = &Scene{}
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// Ensure SceneRef satisfies interfaces.
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_ interface {
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Loader
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Scener
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} = &SceneRef{}
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)
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func init() {
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func init() {
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gob.Register(&Scene{})
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gob.Register(&Scene{})
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gob.Register(&SceneRef{})
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}
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}
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// Scene just contains a bunch of components.
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// Scene just contains a bunch of components.
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@ -22,3 +35,61 @@ type Scene struct {
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// Scan returns all immediate subcomponents (including the camera, if not nil).
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// Scan returns all immediate subcomponents (including the camera, if not nil).
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func (s *Scene) Scan() []interface{} { return s.Components }
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func (s *Scene) Scan() []interface{} { return s.Components }
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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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// sc := &Scene{
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// Components: []interface{}{
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// &SceneRef{Path: "assets/foo.gob.gz"} // inflated at Load time
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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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if err := LoadGobz(sc, assets, r.Path); err != nil {
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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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// Save saves the scene to a file in the current directory.
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func (r *SceneRef) Save() error { return SaveGobz(r.scene, filepath.Base(r.Path)) }
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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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// 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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// 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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// Scan returns the components in the scene.
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func (r SceneRef) Scan() []interface{} { return r.scene.Scan() }
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@ -1,76 +0,0 @@
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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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"path/filepath"
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)
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// Ensure SceneRef satisfies interfaces.
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var _ interface {
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Loader
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Scener
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} = &SceneRef{}
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func init() {
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gob.Register(&SceneRef{})
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}
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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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// sc := &Scene{
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// Components: []interface{}{
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// &SceneRef{Path: "assets/foo.gob.gz"} // inflated at Load time
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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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if err := LoadGobz(sc, assets, r.Path); err != nil {
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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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// Save saves the scene to a file in the current directory.
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func (r *SceneRef) Save() error { return SaveGobz(r.scene, filepath.Base(r.Path)) }
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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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// 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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// 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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// Scan returns the components in the scene.
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func (r SceneRef) Scan() []interface{} { return r.scene.Scan() }
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