DrawDAG.addRecursive

This commit is contained in:
Josh Deprez 2021-09-21 13:00:05 +10:00
parent 13ecdc901e
commit 9a7e09195d

View file

@ -110,16 +110,17 @@ func (d *DrawDAG) Prepare(game *Game) error {
d.game = game
// Because Game.LoadAndPrepare calls Prepare in a post-order walk, all the
// descendants should be prepared, meaning BoundingBox (and Add) is likely
// descendants should be prepared, meaning BoundingBox (hence Add) is likely
// to be a safe call.
for db := range game.Query(d, DrawBoxerType) {
d.Add(db.(DrawBoxer))
}
d.addRecursive(d)
return nil
}
// Scan returns d.Components.
func (d *DrawDAG) Scan() []interface{} { return d.Components }
// Update checks for any changes to descendants, and updates its internal
// data structures accordingly.
func (d *DrawDAG) Update() error {
// Re-evaluate bounding boxes for all descendants. If a box has changed,
// fix up the edges by removing and re-adding the vertex.
@ -195,6 +196,22 @@ func (d *DrawDAG) Add(x DrawBoxer) {
}
}
// addRecursive adds x and all descendants that are DrawBoxers unless they are
// descendants of a different DrawManager.
func (d *DrawDAG) addRecursive(x interface{}) {
if db, ok := x.(DrawBoxer); ok {
d.Add(db)
}
if _, ok := x.(DrawManager); ok && x != d {
return
}
if sc, ok := x.(Scanner); ok {
for _, x := range sc.Scan() {
d.addRecursive(x)
}
}
}
// Remove removes a Drawer and all associated edges and metadata.
func (d *DrawDAG) Remove(x DrawBoxer) {
// Remove from chunk map