413 lines
9.7 KiB
Go
413 lines
9.7 KiB
Go
package engine
|
|
|
|
import (
|
|
"encoding/gob"
|
|
"errors"
|
|
"fmt"
|
|
"io/fs"
|
|
"math"
|
|
"reflect"
|
|
"sort"
|
|
"sync"
|
|
|
|
"github.com/hajimehoshi/ebiten/v2"
|
|
)
|
|
|
|
var _ interface {
|
|
Disabler
|
|
Hider
|
|
Identifier
|
|
Updater
|
|
Scanner
|
|
} = &Game{}
|
|
|
|
var (
|
|
errNilComponent = errors.New("nil component")
|
|
errNilParent = errors.New("nil parent")
|
|
)
|
|
|
|
func init() {
|
|
gob.Register(&Game{})
|
|
}
|
|
|
|
// Game implements the ebiten methods using a collection of components. One
|
|
// component must be the designated root component - usually a scene of some
|
|
// kind.
|
|
type Game struct {
|
|
Disabled
|
|
Hidden
|
|
ScreenWidth int
|
|
ScreenHeight int
|
|
Root interface{} // typically a *Scene or SceneRef though
|
|
|
|
dbmu sync.RWMutex
|
|
byID map[string]Identifier // Named components by ID
|
|
byAB map[abKey]map[interface{}]struct{} // Ancestor/behaviour index
|
|
drawList drawList // draw list :|
|
|
par map[interface{}]interface{} // par[x] is parent of x
|
|
}
|
|
|
|
// Draw draws everything.
|
|
func (g *Game) Draw(screen *ebiten.Image) {
|
|
if g.Hidden {
|
|
return
|
|
}
|
|
|
|
// Hiding a parent component should hide the child objects, and the
|
|
// transform applied to a child should be the cumulative transform of all
|
|
// parents as well.
|
|
// accum memoises the results for each component.
|
|
type state struct {
|
|
hidden bool
|
|
opts ebiten.DrawImageOptions
|
|
}
|
|
accum := map[interface{}]state{
|
|
g: {hidden: false},
|
|
}
|
|
// Draw everything in g.drawList, where not hidden (itself or any parent)
|
|
for _, d := range g.drawList {
|
|
// Is d hidden itself?
|
|
if h, ok := d.(Hider); ok && h.IsHidden() {
|
|
accum[d] = state{hidden: true}
|
|
continue // skip drawing
|
|
}
|
|
// Walk up g.par to find the nearest state in accum.
|
|
var st state
|
|
stack := []interface{}{d}
|
|
for p := g.par[d]; ; p = g.par[p] {
|
|
if s, found := accum[p]; found {
|
|
st = s
|
|
break
|
|
}
|
|
stack = append(stack, p)
|
|
}
|
|
// Unwind the stack, accumulating state along the way.
|
|
for len(stack) > 0 {
|
|
l1 := len(stack) - 1
|
|
p := stack[l1]
|
|
stack = stack[:l1]
|
|
if h, ok := p.(Hider); ok {
|
|
st.hidden = st.hidden || h.IsHidden()
|
|
}
|
|
if st.hidden {
|
|
accum[p] = state{hidden: true}
|
|
continue
|
|
}
|
|
// p is not hidden, so compute its cumulative transform.
|
|
if t, ok := p.(Transformer); ok {
|
|
st.opts = concatOpts(t.Transform(), st.opts)
|
|
}
|
|
accum[p] = st
|
|
}
|
|
|
|
// Skip drawing if hidden.
|
|
if st.hidden {
|
|
continue
|
|
}
|
|
d.Draw(screen, &st.opts)
|
|
}
|
|
}
|
|
|
|
// Layout returns the configured screen width/height.
|
|
func (g *Game) Layout(outsideWidth, outsideHeight int) (w, h int) {
|
|
return g.ScreenWidth, g.ScreenHeight
|
|
}
|
|
|
|
// Update updates everything.
|
|
func (g *Game) Update() error {
|
|
if g.Disabled {
|
|
return nil
|
|
}
|
|
|
|
// Need to do a similar trick for Draw: disabling a parent object should
|
|
// disable the child objects.
|
|
// accum memoises the disabled state for each component.
|
|
accum := map[interface{}]bool{
|
|
g: false,
|
|
}
|
|
|
|
// Update everything that is not disabled.
|
|
for u := range g.Query(g.Ident(), UpdaterType) {
|
|
// Skip g (note g satisfies Updater, so this would infinitely recurse)
|
|
if u == g {
|
|
continue
|
|
}
|
|
|
|
// Is u disabled itself?
|
|
if d, ok := u.(Disabler); ok && d.IsDisabled() {
|
|
accum[u] = true
|
|
continue
|
|
}
|
|
|
|
// Walk up g.par to find the nearest state in accum.
|
|
var st bool
|
|
stack := []interface{}{u}
|
|
for p := g.par[u]; ; p = g.par[p] {
|
|
if s, found := accum[p]; found {
|
|
st = s
|
|
break
|
|
}
|
|
stack = append(stack, p)
|
|
}
|
|
// Unwind the stack, accumulating state along the way.
|
|
for len(stack) > 0 {
|
|
l1 := len(stack) - 1
|
|
p := stack[l1]
|
|
stack = stack[:l1]
|
|
if d, ok := p.(Disabler); ok {
|
|
st = st || d.IsDisabled()
|
|
}
|
|
accum[p] = st
|
|
}
|
|
|
|
// Skip updating if disabled.
|
|
if st {
|
|
continue
|
|
}
|
|
|
|
if err := u.(Updater).Update(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
|
|
// Sort the draw list (on every frame - this isn't as bad as it sounds)
|
|
sort.Stable(g.drawList)
|
|
// Truncate tombstones from the end.
|
|
for i := len(g.drawList) - 1; i >= 0; i-- {
|
|
if g.drawList[i] == (tombstone{}) {
|
|
g.drawList = g.drawList[:i]
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// Ident returns "__GAME__".
|
|
func (g *Game) Ident() string { return "__GAME__" }
|
|
|
|
// Component returns the component with a given ID, or nil if there is none.
|
|
// This only returns sensible values for registered components (e.g. after
|
|
// LoadAndPrepare).
|
|
func (g *Game) Component(id string) Identifier {
|
|
g.dbmu.RLock()
|
|
defer g.dbmu.RUnlock()
|
|
return g.byID[id]
|
|
}
|
|
|
|
// Parent returns the parent of a given component, or nil if there is none.
|
|
// This only returns sensible values for registered components (e.g. after
|
|
// LoadAndPrepare).
|
|
func (g *Game) Parent(c interface{}) interface{} {
|
|
g.dbmu.RLock()
|
|
defer g.dbmu.RUnlock()
|
|
return g.par[c]
|
|
}
|
|
|
|
// Query looks for components having both a given ancestor and implementing
|
|
// a given behaviour (see Behaviors in interface.go). This only returns sensible
|
|
// values after LoadAndPrepare. Note that every component is its own ancestor.
|
|
func (g *Game) Query(ancestorID string, behaviour reflect.Type) map[interface{}]struct{} {
|
|
g.dbmu.RLock()
|
|
defer g.dbmu.RUnlock()
|
|
return g.byAB[abKey{ancestorID, behaviour}]
|
|
}
|
|
|
|
// Scan implements Scanner.
|
|
func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
|
|
|
|
// Walk calls visit with every component and its parent, reachable from the
|
|
// given component via Scan, for as long as visit returns nil. The parent of
|
|
// the first component (as passed to visit) will be nil.
|
|
func Walk(component interface{}, visit func(component, parent interface{}) error) error {
|
|
return walk(component, nil, visit)
|
|
}
|
|
|
|
func walk(component, parent interface{}, visit func(component, parent interface{}) error) error {
|
|
if err := visit(component, parent); err != nil {
|
|
return err
|
|
}
|
|
sc, ok := component.(Scanner)
|
|
if !ok {
|
|
return nil
|
|
}
|
|
for _, c := range sc.Scan() {
|
|
if err := walk(c, component, visit); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// LoadAndPrepare first calls Load on all Loaders. Once loading is complete, it
|
|
// builds the component databases and then calls Prepare on every Preparer.
|
|
// LoadAndPrepare must be called before any calls to Component or Query.
|
|
func (g *Game) LoadAndPrepare(assets fs.FS) error {
|
|
// Load all the Loaders.
|
|
if err := Walk(g, func(c, _ interface{}) error {
|
|
l, ok := c.(Loader)
|
|
if !ok {
|
|
return nil
|
|
}
|
|
return l.Load(assets)
|
|
}); err != nil {
|
|
return err
|
|
}
|
|
|
|
// Build the component databases
|
|
g.dbmu.Lock()
|
|
g.byID = make(map[string]Identifier)
|
|
g.byAB = make(map[abKey]map[interface{}]struct{})
|
|
g.par = make(map[interface{}]interface{})
|
|
if err := Walk(g, g.register); err != nil {
|
|
return err
|
|
}
|
|
g.dbmu.Unlock()
|
|
|
|
// Prepare all the Preppers
|
|
for p := range g.Query(g.Ident(), PrepperType) {
|
|
if err := p.(Prepper).Prepare(g); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
return nil
|
|
}
|
|
|
|
// Register registers a component into the component database (as the
|
|
// child of a given parent). Passing a nil component or parent is an error.
|
|
// Registering multiple components with the same ID is also an error.
|
|
func (g *Game) Register(component, parent interface{}) error {
|
|
if component == nil {
|
|
return errNilComponent
|
|
}
|
|
if parent == nil && component != g {
|
|
return errNilParent
|
|
}
|
|
g.dbmu.Lock()
|
|
defer g.dbmu.Unlock()
|
|
return g.register(component, parent)
|
|
}
|
|
|
|
func (g *Game) register(component, parent interface{}) error {
|
|
// register in g.par
|
|
if parent != nil {
|
|
g.par[component] = parent
|
|
}
|
|
|
|
// register in g.drawList
|
|
if d, ok := component.(Drawer); ok {
|
|
g.drawList = append(g.drawList, d)
|
|
}
|
|
|
|
// register in g.byAB
|
|
ct := reflect.TypeOf(component)
|
|
for _, b := range Behaviours {
|
|
if !ct.Implements(b) {
|
|
continue
|
|
}
|
|
// TODO: better than O(len(path)^2) time and memory?
|
|
for p := component; p != nil; p = g.par[p] {
|
|
i, ok := p.(Identifier)
|
|
if !ok {
|
|
continue
|
|
}
|
|
k := abKey{i.Ident(), b}
|
|
if g.byAB[k] == nil {
|
|
g.byAB[k] = make(map[interface{}]struct{})
|
|
}
|
|
g.byAB[k][component] = struct{}{}
|
|
}
|
|
}
|
|
|
|
// register in g.byID if needed
|
|
i, ok := component.(Identifier)
|
|
if !ok {
|
|
return nil
|
|
}
|
|
id := i.Ident()
|
|
if _, exists := g.byID[id]; exists {
|
|
return fmt.Errorf("duplicate id %q", id)
|
|
}
|
|
g.byID[id] = i
|
|
return nil
|
|
}
|
|
|
|
// Unregister removes the component from the component database.
|
|
// Passing a nil component has no effect.
|
|
func (g *Game) Unregister(component interface{}) {
|
|
if component == nil {
|
|
return
|
|
}
|
|
g.dbmu.Lock()
|
|
g.unregister(component)
|
|
g.dbmu.Unlock()
|
|
}
|
|
|
|
func (g *Game) unregister(component interface{}) {
|
|
// unregister from g.byAB, using g.par to trace the path
|
|
ct := reflect.TypeOf(component)
|
|
for _, b := range Behaviours {
|
|
if !ct.Implements(b) {
|
|
continue
|
|
}
|
|
for p := component; p != nil; p = g.par[p] {
|
|
i, ok := p.(Identifier)
|
|
if !ok {
|
|
continue
|
|
}
|
|
k := abKey{i.Ident(), b}
|
|
if g.byAB[k] == nil {
|
|
continue
|
|
}
|
|
delete(g.byAB[k], component)
|
|
}
|
|
}
|
|
|
|
// unregister from g.par
|
|
delete(g.par, component)
|
|
|
|
// unregister from g.drawList
|
|
for i, d := range g.drawList {
|
|
if d == component {
|
|
g.drawList[i] = tombstone{}
|
|
}
|
|
}
|
|
|
|
// unregister from g.byID if needed
|
|
i, ok := component.(Identifier)
|
|
if !ok {
|
|
return
|
|
}
|
|
delete(g.byID, i.Ident())
|
|
}
|
|
|
|
// --------- Helper types ---------
|
|
|
|
type abKey struct {
|
|
ancestor string
|
|
behaviour reflect.Type
|
|
}
|
|
|
|
var _ Drawer = tombstone{}
|
|
|
|
type tombstone struct{}
|
|
|
|
func (tombstone) Draw(*ebiten.Image, *ebiten.DrawImageOptions) {}
|
|
|
|
func (tombstone) DrawOrder() float64 { return math.Inf(1) }
|
|
|
|
type drawList []Drawer
|
|
|
|
func (d drawList) Less(i, j int) bool { return d[i].DrawOrder() < d[j].DrawOrder() }
|
|
func (d drawList) Len() int { return len(d) }
|
|
func (d drawList) Swap(i, j int) { d[i], d[j] = d[j], d[i] }
|
|
|
|
func concatOpts(a, b ebiten.DrawImageOptions) ebiten.DrawImageOptions {
|
|
a.ColorM.Concat(b.ColorM)
|
|
a.GeoM.Concat(b.GeoM)
|
|
if b.CompositeMode != 0 {
|
|
a.CompositeMode = b.CompositeMode
|
|
}
|
|
if b.Filter != 0 {
|
|
a.Filter = b.Filter
|
|
}
|
|
return a
|
|
}
|