children?
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3a5a150351
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a9401b505a
1 changed files with 31 additions and 15 deletions
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@ -33,6 +33,9 @@ func init() {
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gob.Register(&Game{})
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}
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// ComponentSet is a set of components.
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type ComponentSet map[interface{}]struct{}
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// Game implements the ebiten methods using a collection of components. One
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// component must be the designated root component.
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type Game struct {
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@ -45,8 +48,9 @@ type Game struct {
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dbmu sync.RWMutex
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byID map[string]Identifier // Named components by ID
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byAB map[abKey]map[interface{}]struct{} // Ancestor/behaviour index
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par map[interface{}]interface{} // par[x] is parent of x
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byAB map[abKey]ComponentSet // Ancestor/behaviour index
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parent map[interface{}]interface{} // parent[x] is parent of x
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children map[interface{}]ComponentSet // children[x] are chilren of x
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}
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// Draw draws everything.
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@ -102,7 +106,13 @@ func (g *Game) Component(id string) Identifier {
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func (g *Game) Parent(c interface{}) interface{} {
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g.dbmu.RLock()
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defer g.dbmu.RUnlock()
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return g.par[c]
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return g.parent[c]
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}
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func (g *Game) Children(c interface{}) ComponentSet {
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g.dbmu.RLock()
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defer g.dbmu.RUnlock()
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return g.children[c]
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}
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// PathRegister calls Register on every Registrar in the path between g and
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@ -154,7 +164,7 @@ func (g *Game) ReversePath(component interface{}) []interface{} {
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// Query looks for components having both a given ancestor and implementing
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// a given behaviour (see Behaviors in interface.go). This only returns sensible
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// values after LoadAndPrepare. Note that every component is its own ancestor.
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func (g *Game) Query(ancestor interface{}, behaviour reflect.Type) map[interface{}]struct{} {
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func (g *Game) Query(ancestor interface{}, behaviour reflect.Type) ComponentSet {
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g.dbmu.RLock()
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defer g.dbmu.RUnlock()
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return g.byAB[abKey{ancestor, behaviour}]
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@ -232,8 +242,9 @@ 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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g.byAB = make(map[abKey]ComponentSet)
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g.parent = make(map[interface{}]interface{})
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g.children = make(map[interface{}]ComponentSet)
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return g.registerRecursive(g, nil)
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}
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@ -277,8 +288,12 @@ func (g *Game) registerOne(component, parent interface{}) error {
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}
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}
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// register in g.par
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g.par[component] = parent
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// register in g.parent and g.children
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g.parent[component] = parent
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if g.children[parent] == nil {
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g.children[parent] = make(ComponentSet)
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}
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g.children[parent][component] = struct{}{}
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// register in g.byAB
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ct := reflect.TypeOf(component)
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@ -287,10 +302,10 @@ func (g *Game) registerOne(component, parent interface{}) error {
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continue
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}
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// TODO: better than O(len(path)^2) time and memory?
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for p := component; p != nil; p = g.par[p] {
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for p := component; p != nil; p = g.parent[p] {
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k := abKey{p, b}
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if g.byAB[k] == nil {
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g.byAB[k] = make(map[interface{}]struct{})
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g.byAB[k] = make(ComponentSet)
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}
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g.byAB[k][component] = struct{}{}
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}
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@ -327,15 +342,16 @@ func (g *Game) unregisterOne(component interface{}) {
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if !ct.Implements(b) {
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continue
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}
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for p := component; p != nil; p = g.par[p] {
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for p := component; p != nil; p = g.parent[p] {
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if k := (abKey{p, b}); g.byAB[k] != nil {
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delete(g.byAB[k], component)
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}
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}
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}
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// unregister from g.par
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delete(g.par, component)
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// unregister from g.parent and g.children
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delete(g.children[g.parent[component]], component)
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delete(g.parent, component)
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// unregister from g.byID if needed
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if id, ok := component.(Identifier); ok && id.Ident() != "" {
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