package engine import ( "compress/gzip" "encoding/gob" "image" "io/fs" "github.com/hajimehoshi/ebiten/v2" ) // Ensure SceneRef satisfies interfaces. var ( _ Loader = &SceneRef{} _ Scener = &SceneRef{} ) // 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() } // IsDisabled returns the value of IsDisabled from the scene. func (r SceneRef) IsDisabled() bool { return r.scene.IsDisabled() } // Disable calls Disable on the scene. func (r SceneRef) Disable() { r.scene.Disable() } // Enable calls Enable on the scene. func (r SceneRef) Enable() { r.scene.Enable() } // 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() }