sceneref.go; imageCache now aware of assets
This commit is contained in:
parent
0f5346bf0e
commit
f05090594c
3 changed files with 91 additions and 76 deletions
|
@ -1,7 +1,6 @@
|
||||||
package engine
|
package engine
|
||||||
|
|
||||||
import (
|
import (
|
||||||
"compress/gzip"
|
|
||||||
"encoding/gob"
|
"encoding/gob"
|
||||||
"image"
|
"image"
|
||||||
"io/fs"
|
"io/fs"
|
||||||
|
@ -16,7 +15,7 @@ var (
|
||||||
// TODO: put in Game
|
// TODO: put in Game
|
||||||
AnimDefs map[string]*AnimDef
|
AnimDefs map[string]*AnimDef
|
||||||
|
|
||||||
imageCache = make(map[string]*ebiten.Image)
|
imageCache = make(map[assetKey]*ebiten.Image)
|
||||||
|
|
||||||
// Ensure ref types satisfy interfaces.
|
// Ensure ref types satisfy interfaces.
|
||||||
_ Loader = &ImageRef{}
|
_ Loader = &ImageRef{}
|
||||||
|
@ -30,6 +29,11 @@ func init() {
|
||||||
gob.Register(SceneRef{})
|
gob.Register(SceneRef{})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
type assetKey struct {
|
||||||
|
assets fs.FS
|
||||||
|
path string
|
||||||
|
}
|
||||||
|
|
||||||
// AnimRef manages an Anim using a premade AnimDef from the cache.
|
// AnimRef manages an Anim using a premade AnimDef from the cache.
|
||||||
type AnimRef struct {
|
type AnimRef struct {
|
||||||
Key string
|
Key string
|
||||||
|
@ -72,7 +76,7 @@ func (r *ImageRef) Image() *ebiten.Image {
|
||||||
// the same image.
|
// the same image.
|
||||||
func (r *ImageRef) Load(assets fs.FS) error {
|
func (r *ImageRef) Load(assets fs.FS) error {
|
||||||
// Fast path load from cache
|
// Fast path load from cache
|
||||||
r.image = imageCache[r.Path]
|
r.image = imageCache[assetKey{assets, r.Path}]
|
||||||
if r.image != nil {
|
if r.image != nil {
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
@ -87,76 +91,6 @@ func (r *ImageRef) Load(assets fs.FS) error {
|
||||||
return err
|
return err
|
||||||
}
|
}
|
||||||
r.image = ebiten.NewImageFromImage(i)
|
r.image = ebiten.NewImageFromImage(i)
|
||||||
imageCache[r.Path] = r.image
|
imageCache[assetKey{assets, r.Path}] = r.image
|
||||||
return nil
|
return nil
|
||||||
}
|
}
|
||||||
|
|
||||||
// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
|
|
||||||
// After Load, Scene is usable.
|
|
||||||
// This is mostly useful for scenes that refer to other scenes, e.g.
|
|
||||||
//
|
|
||||||
// var sc = &Scene{
|
|
||||||
// Components: []interface{}{
|
|
||||||
// SceneRef{Path: "assets/foo.gob.gz"}
|
|
||||||
// },
|
|
||||||
// }
|
|
||||||
type SceneRef struct {
|
|
||||||
Path string
|
|
||||||
|
|
||||||
scene *Scene // not exported for gob reasons
|
|
||||||
}
|
|
||||||
|
|
||||||
// Load loads the scene from the file.
|
|
||||||
func (r *SceneRef) Load(assets fs.FS) error {
|
|
||||||
f, err := assets.Open(r.Path)
|
|
||||||
if err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
defer f.Close()
|
|
||||||
|
|
||||||
gz, err := gzip.NewReader(f)
|
|
||||||
if err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
sc := new(Scene)
|
|
||||||
if err := gob.NewDecoder(gz).Decode(sc); err != nil {
|
|
||||||
return err
|
|
||||||
}
|
|
||||||
r.scene = sc
|
|
||||||
return nil
|
|
||||||
}
|
|
||||||
|
|
||||||
// The rest of the methods forward to r.scene, as such they will
|
|
||||||
// panic if the scene isn't loaded.
|
|
||||||
|
|
||||||
// BoundingRect returns the Bounds from the scene.
|
|
||||||
func (r SceneRef) BoundingRect() image.Rectangle { return r.scene.BoundingRect() }
|
|
||||||
|
|
||||||
// Draw draws the scene.
|
|
||||||
func (r SceneRef) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
|
|
||||||
r.scene.Draw(screen, opts)
|
|
||||||
}
|
|
||||||
|
|
||||||
// DrawOrder returns the value of DrawOrder from the scene.
|
|
||||||
func (r SceneRef) DrawOrder() float64 { return r.scene.DrawOrder() }
|
|
||||||
|
|
||||||
// IsHidden returns the value of IsHidden from the scene.
|
|
||||||
func (r SceneRef) IsHidden() bool { return r.scene.IsHidden() }
|
|
||||||
|
|
||||||
// Hide calls Hide on the scene.
|
|
||||||
func (r SceneRef) Hide() { r.scene.Hide() }
|
|
||||||
|
|
||||||
// Show calls Show on the scene.
|
|
||||||
func (r SceneRef) Show() { r.scene.Show() }
|
|
||||||
|
|
||||||
// Ident returns the value of Ident from the scene.
|
|
||||||
func (r SceneRef) Ident() string { return r.scene.Ident() }
|
|
||||||
|
|
||||||
// Prepare prepares the scene.
|
|
||||||
func (r SceneRef) Prepare(g *Game) { r.scene.Prepare(g) }
|
|
||||||
|
|
||||||
// Scan returns the components in the scene.
|
|
||||||
func (r SceneRef) Scan() []interface{} { return r.scene.Scan() }
|
|
||||||
|
|
||||||
// Update updates the scene.
|
|
||||||
func (r SceneRef) Update() error { return r.scene.Update() }
|
|
||||||
|
|
80
engine/sceneref.go
Normal file
80
engine/sceneref.go
Normal file
|
@ -0,0 +1,80 @@
|
||||||
|
package engine
|
||||||
|
|
||||||
|
import (
|
||||||
|
"compress/gzip"
|
||||||
|
"encoding/gob"
|
||||||
|
"image"
|
||||||
|
"io/fs"
|
||||||
|
|
||||||
|
"github.com/hajimehoshi/ebiten/v2"
|
||||||
|
)
|
||||||
|
|
||||||
|
// SceneRef loads a gzipped, gob-encoded Scene from the asset FS.
|
||||||
|
// After Load, Scene is usable.
|
||||||
|
// This is mostly useful for scenes that refer to other scenes, e.g.
|
||||||
|
//
|
||||||
|
// var sc = &Scene{
|
||||||
|
// Components: []interface{}{
|
||||||
|
// SceneRef{Path: "assets/foo.gob.gz"}
|
||||||
|
// },
|
||||||
|
// }
|
||||||
|
type SceneRef struct {
|
||||||
|
Path string
|
||||||
|
|
||||||
|
scene *Scene // not exported for gob reasons
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load loads the scene from the file.
|
||||||
|
func (r *SceneRef) Load(assets fs.FS) error {
|
||||||
|
f, err := assets.Open(r.Path)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
defer f.Close()
|
||||||
|
|
||||||
|
gz, err := gzip.NewReader(f)
|
||||||
|
if err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
sc := new(Scene)
|
||||||
|
if err := gob.NewDecoder(gz).Decode(sc); err != nil {
|
||||||
|
return err
|
||||||
|
}
|
||||||
|
r.scene = sc
|
||||||
|
return nil
|
||||||
|
}
|
||||||
|
|
||||||
|
// The rest of the methods forward to r.scene, as such they will
|
||||||
|
// panic if the scene isn't loaded.
|
||||||
|
|
||||||
|
// BoundingRect returns the Bounds from the scene.
|
||||||
|
func (r SceneRef) BoundingRect() image.Rectangle { return r.scene.BoundingRect() }
|
||||||
|
|
||||||
|
// Draw draws the scene.
|
||||||
|
func (r SceneRef) Draw(screen *ebiten.Image, opts ebiten.DrawImageOptions) {
|
||||||
|
r.scene.Draw(screen, opts)
|
||||||
|
}
|
||||||
|
|
||||||
|
// DrawOrder returns the value of DrawOrder from the scene.
|
||||||
|
func (r SceneRef) DrawOrder() float64 { return r.scene.DrawOrder() }
|
||||||
|
|
||||||
|
// IsHidden returns the value of IsHidden from the scene.
|
||||||
|
func (r SceneRef) IsHidden() bool { return r.scene.IsHidden() }
|
||||||
|
|
||||||
|
// Hide calls Hide on the scene.
|
||||||
|
func (r SceneRef) Hide() { r.scene.Hide() }
|
||||||
|
|
||||||
|
// Show calls Show on the scene.
|
||||||
|
func (r SceneRef) Show() { r.scene.Show() }
|
||||||
|
|
||||||
|
// Ident returns the value of Ident from the scene.
|
||||||
|
func (r SceneRef) Ident() string { return r.scene.Ident() }
|
||||||
|
|
||||||
|
// Prepare prepares the scene.
|
||||||
|
func (r SceneRef) Prepare(g *Game) { r.scene.Prepare(g) }
|
||||||
|
|
||||||
|
// Scan returns the components in the scene.
|
||||||
|
func (r SceneRef) Scan() []interface{} { return r.scene.Scan() }
|
||||||
|
|
||||||
|
// Update updates the scene.
|
||||||
|
func (r SceneRef) Update() error { return r.scene.Update() }
|
|
@ -13,6 +13,7 @@ var (
|
||||||
_ Collider = &Tilemap{}
|
_ Collider = &Tilemap{}
|
||||||
_ Drawer = &Tilemap{}
|
_ Drawer = &Tilemap{}
|
||||||
_ DrawOrderer = &Tilemap{}
|
_ DrawOrderer = &Tilemap{}
|
||||||
|
_ Hider = &Tilemap{}
|
||||||
_ Scanner = &Tilemap{}
|
_ Scanner = &Tilemap{}
|
||||||
_ Updater = &Tilemap{}
|
_ Updater = &Tilemap{}
|
||||||
)
|
)
|
||||||
|
@ -25,10 +26,10 @@ func init() {
|
||||||
|
|
||||||
// Tilemap renders a grid of tiles.
|
// Tilemap renders a grid of tiles.
|
||||||
type Tilemap struct {
|
type Tilemap struct {
|
||||||
|
ID
|
||||||
Disabled bool
|
Disabled bool
|
||||||
ZOrder
|
ZOrder
|
||||||
Hidden bool
|
Hidden
|
||||||
ID
|
|
||||||
Map map[image.Point]Tile
|
Map map[image.Point]Tile
|
||||||
Ersatz bool // "fake wall"
|
Ersatz bool // "fake wall"
|
||||||
Offset image.Point // world coordinates
|
Offset image.Point // world coordinates
|
||||||
|
|
Loading…
Reference in a new issue