package engine import "github.com/hajimehoshi/ebiten/v2" var _ Drawer = tombstone{} type tombstone struct{} func (tombstone) Draw(*ebiten.Image, *ebiten.DrawImageOptions) {} func (tombstone) DrawAfter(x Drawer) bool { return x != tombstone{} } func (tombstone) DrawBefore(Drawer) bool { return false } type drawList struct { list []Drawer rev map[Drawer]int } func (d drawList) Less(i, j int) bool { // Deal with tombstones first, in case anything else thinks it // needs to go last. if d.list[i] == (tombstone{}) { return false } if d.list[j] == (tombstone{}) { return true } // Common logic for known interfaces (BoundingBoxer, ZPositioner), to // simplify Draw{Before,After} implementations. switch x := d.list[i].(type) { case BoundingBoxer: xb := x.BoundingBox() switch y := d.list[j].(type) { case BoundingBoxer: yb := y.BoundingBox() if xb.Min.Z >= yb.Max.Z { // x is in front of y return false } if xb.Max.Z <= yb.Min.Z { // x is behind y return true } if xb.Max.Y <= yb.Min.Y { // x is above y return false } if xb.Min.Y >= yb.Max.Y { // x is below y return true } case ZPositioner: return xb.Max.Z < y.ZPos() // x is before y } case ZPositioner: switch y := d.list[j].(type) { case BoundingBoxer: return x.ZPos() < y.BoundingBox().Min.Z case ZPositioner: return x.ZPos() < y.ZPos() } } // Fallback case: ask the components themselves return d.list[i].DrawBefore(d.list[j]) || d.list[j].DrawAfter(d.list[i]) } func (d drawList) Len() int { return len(d.list) } func (d drawList) Swap(i, j int) { d.rev[d.list[i]], d.rev[d.list[j]] = j, i d.list[i], d.list[j] = d.list[j], d.list[i] }