String methods, no separate walkers
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parent
aab99dab8f
commit
4dba7b22c7
12 changed files with 81 additions and 70 deletions
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@ -127,3 +127,5 @@ func (a *Actor) Prepare(g *Game) error {
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a.game = g
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return nil
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}
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func (a *Actor) String() string { return "Actor@" + a.Pos.String() }
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@ -90,6 +90,8 @@ func (c *Camera) Scan(visit func(interface{}) error) error {
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return visit(c.Child)
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}
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func (c *Camera) String() string { return "Camera@" + c.Centre.String() }
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// Transform returns the camera transform.
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func (c *Camera) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(geom.CFloat(c.Centre.Mul(-1)))
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@ -18,6 +18,8 @@ func (c Container) Scan(visit func(interface{}) error) error {
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return nil
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}
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func (c Container) String() string { return "Container" }
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// Register records component in the slice, if parent is the container.
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func (c *Container) Register(component, parent interface{}) error {
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if parent == c {
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@ -120,6 +120,8 @@ func (d *DrawDAG) Scan(visit func(interface{}) error) error {
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return visit(d.Child)
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}
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func (d *DrawDAG) String() string { return "DrawDAG" }
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// Update checks for any changes to descendants, and updates its internal
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// data structures accordingly.
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func (d *DrawDAG) Update() error {
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@ -325,7 +327,8 @@ func newDAG() *dag {
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}
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}
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func (d *dag) String() string {
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// Dot returns a dot-syntax-like description of the graph.
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func (d *dag) Dot() string {
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var sb strings.Builder
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sb.WriteString("digraph {\n")
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for v, e := range d.out {
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@ -58,3 +58,5 @@ func (d *DrawDFS) draw(component interface{}, screen *ebiten.Image, opts ebiten.
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func (d *DrawDFS) Scan(visit func(interface{}) error) error {
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return visit(d.Child)
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}
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func (d *DrawDFS) String() string { return "DrawDFS" }
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@ -169,46 +169,6 @@ func (g *Game) Scan(visit func(interface{}) error) error {
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return visit(g.Root)
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}
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// PreorderWalk calls visit with every component and its parent, reachable from
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// the given component via Scan, for as long as visit returns nil. The parent
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// value passed to visit when visiting component will be nil. The parent will be
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// visited before the children.
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func PreorderWalk(component interface{}, visit func(component, parent interface{}) error) error {
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return preorderWalk(component, nil, visit)
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}
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func preorderWalk(component, parent interface{}, visit func(component, parent interface{}) error) error {
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if err := visit(component, parent); err != nil {
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return err
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}
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if sc, ok := component.(Scanner); ok {
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return sc.Scan(func(c interface{}) error {
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return preorderWalk(c, component, visit)
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})
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}
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return nil
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}
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// PostorderWalk calls visit with every component and its parent, reachable from
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// the given component via Scan, for as long as visit returns nil. The parent
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// value passed to visit when visiting component will be nil. The children will
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// be visited before the parent.
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func PostorderWalk(component interface{}, visit func(component, parent interface{}) error) error {
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return postorderWalk(component, nil, visit)
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}
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func postorderWalk(component, parent interface{}, visit func(component, parent interface{}) error) error {
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if sc, ok := component.(Scanner); ok {
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scv := func(c interface{}) error {
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return postorderWalk(c, component, visit)
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}
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if err := sc.Scan(scv); err != nil {
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return err
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}
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}
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return visit(component, parent)
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}
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// Load loads a component and all subcomponents recursively.
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// Note that this method does not implement Loader.
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func (g *Game) Load(component interface{}, assets fs.FS) error {
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@ -258,14 +218,9 @@ func (g *Game) LoadAndPrepare(assets fs.FS) error {
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// Build the component databases
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startBuild := time.Now()
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g.dbmu.Lock()
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g.byID = make(map[string]Identifier)
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g.byAB = make(map[abKey]map[interface{}]struct{})
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g.par = make(map[interface{}]interface{})
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if err := PreorderWalk(g, g.registerOne); err != nil {
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if err := g.build(); err != nil {
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return err
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}
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g.dbmu.Unlock()
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log.Printf("finished building db in %v", time.Since(startBuild))
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// Prepare all the Preppers
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@ -277,6 +232,15 @@ func (g *Game) LoadAndPrepare(assets fs.FS) error {
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return nil
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}
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func (g *Game) build() error {
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g.dbmu.Lock()
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defer g.dbmu.Unlock()
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g.byID = make(map[string]Identifier)
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g.byAB = make(map[abKey]map[interface{}]struct{})
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g.par = make(map[interface{}]interface{})
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return g.registerRecursive(g, nil)
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}
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// Register registers a component into the component database (as the
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// child of a given parent). Passing a nil component or parent is an error.
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// Registering multiple components with the same ID is also an error.
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@ -291,8 +255,19 @@ func (g *Game) Register(component, parent interface{}) error {
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}
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g.dbmu.Lock()
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defer g.dbmu.Unlock()
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// preorderWalk goes in the right order for registering.
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return preorderWalk(component, parent, g.registerOne)
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return g.registerRecursive(component, parent)
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}
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func (g *Game) registerRecursive(component, parent interface{}) error {
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if err := g.registerOne(component, parent); err != nil {
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return err
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}
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if sc, ok := component.(Scanner); ok {
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return sc.Scan(func(x interface{}) error {
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return g.registerRecursive(x, component)
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})
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}
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return nil
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}
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func (g *Game) registerOne(component, parent interface{}) error {
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@ -335,12 +310,21 @@ func (g *Game) Unregister(component interface{}) {
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return
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}
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g.dbmu.Lock()
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// postorderWalk goes in the right order for unregistering.
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postorderWalk(component, nil, g.unregisterOne)
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g.unregisterRecursive(component)
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g.dbmu.Unlock()
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}
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func (g *Game) unregisterOne(component, _ interface{}) error {
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func (g *Game) unregisterRecursive(component interface{}) {
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if sc, ok := component.(Scanner); ok {
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sc.Scan(func(x interface{}) error {
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g.unregisterRecursive(x)
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return nil
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})
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}
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g.unregisterOne(component)
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}
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func (g *Game) unregisterOne(component interface{}) {
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// unregister from g.byAB, using g.par to trace the path
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ct := reflect.TypeOf(component)
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for _, b := range Behaviours {
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@ -361,9 +345,10 @@ func (g *Game) unregisterOne(component, _ interface{}) error {
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if id, ok := component.(Identifier); ok && id.Ident() != "" {
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delete(g.byID, id.Ident())
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}
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return nil
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}
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func (g *Game) String() string { return "Game" }
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// --------- Helper stuff ---------
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type abKey struct {
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@ -57,3 +57,5 @@ func (r *ImageRef) Load(assets fs.FS) error {
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imageCache[assetKey{assets, r.Path}] = r.image
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return nil
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}
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func (r *ImageRef) String() string { return "ImageRef{" + r.Path + "}" }
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@ -43,6 +43,8 @@ func (p *Parallax) Scan(visit func(interface{}) error) error {
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return visit(p.Child)
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}
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func (p *Parallax) String() string { return "Parallax" }
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// Transform returns a GeoM translation of Factor * camera.Centre.
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func (p *Parallax) Transform() (opts ebiten.DrawImageOptions) {
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x, y := geom.CFloat(p.camera.Centre)
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@ -125,6 +125,8 @@ func (m *PrismMap) Scan(visit func(interface{}) error) error {
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return nil
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}
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func (m *PrismMap) String() string { return "PrismMap" }
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// Transform retrurns a translation by the draw offset.
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func (m *PrismMap) Transform() (opts ebiten.DrawImageOptions) {
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opts.GeoM.Translate(geom.CFloat(m.DrawOffset))
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@ -88,24 +88,27 @@ func (g *Game) cmdTree(dst io.Writer, argv []string) {
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return
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}
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}
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PreorderWalk(c, func(w, _ interface{}) error {
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g.printTreeRecursive(dst, 0, c)
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}
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func (g *Game) printTreeRecursive(dst io.Writer, depth int, c interface{}) {
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indent := ""
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l := 0
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for p := w; p != c; p = g.par[p] {
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l++
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if depth > 0 {
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indent = strings.Repeat(" ", depth-1) + "↳ "
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}
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if l > 0 {
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indent = strings.Repeat(" ", l-1) + "↳ "
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}
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i, ok := w.(Identifier)
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i, ok := c.(Identifier)
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if ok {
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fmt.Fprintf(dst, "%s%T %q\n", indent, w, i.Ident())
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fmt.Fprintf(dst, "%s%v %q\n", indent, c, i.Ident())
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} else {
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fmt.Fprintf(dst, "%s%T\n", indent, w)
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fmt.Fprintf(dst, "%s%v\n", indent, c)
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}
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if sc, ok := c.(Scanner); ok {
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sc.Scan(func(x interface{}) error {
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g.printTreeRecursive(dst, depth+1, x)
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return nil
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})
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}
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}
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func (g *Game) cmdQuery(dst io.Writer, argv []string) {
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if len(argv) < 2 || len(argv) > 3 {
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@ -43,6 +43,8 @@ func (s *Scene) Scan(visit func(interface{}) error) error {
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return visit(s.Child)
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}
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func (s *Scene) String() string { return "Scene" }
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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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@ -83,3 +85,5 @@ func (r *SceneRef) Load(assets fs.FS) error {
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func (r *SceneRef) Save() error {
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return SaveGobz(r.Scene, filepath.Base(r.Path))
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}
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func (r *SceneRef) String() string { return "SceneRef{" + r.Path + "}" }
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@ -57,3 +57,5 @@ func (s *Sheet) SubImage(i int) *ebiten.Image {
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r := image.Rectangle{p, p.Add(s.CellSize)}
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return s.Src.Image().SubImage(r).(*ebiten.Image)
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}
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func (s *Sheet) String() string { return "Sheet" }
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