232 lines
5.3 KiB
Go
232 lines
5.3 KiB
Go
package engine
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import (
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"encoding/gob"
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"fmt"
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"io/fs"
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"reflect"
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"sync"
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"github.com/hajimehoshi/ebiten/v2"
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)
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var _ interface {
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Disabler
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Hider
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Identifier
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Updater
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Scanner
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} = &Game{}
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func init() {
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gob.Register(&Game{})
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}
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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 - usually a scene of some
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// kind.
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type Game struct {
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Disabled
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Hidden
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ScreenWidth int
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ScreenHeight int
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Root DrawUpdater // typically a *Scene or SceneRef though
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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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}
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type abKey struct {
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ancestor string
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behaviour reflect.Type
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}
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// Draw draws the entire thing, with default draw options.
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func (g *Game) Draw(screen *ebiten.Image) {
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if g.Hidden {
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return
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}
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g.Root.Draw(screen, ebiten.DrawImageOptions{})
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}
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// Layout returns the configured screen width/height.
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func (g *Game) Layout(outsideWidth, outsideHeight int) (w, h int) {
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return g.ScreenWidth, g.ScreenHeight
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}
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// Update updates the scene.
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func (g *Game) Update() error {
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if g.Disabled {
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return nil
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}
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return g.Root.Update()
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}
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// Ident returns "__GAME__".
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func (g *Game) Ident() string { return "__GAME__" }
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// Component returns the component with a given ID, or nil if there is none.
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// This only returns sensible values for registered components (e.g. after
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// LoadAndPrepare).
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func (g *Game) Component(id string) Identifier {
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g.dbmu.RLock()
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defer g.dbmu.RUnlock()
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return g.byID[id]
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}
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// Parent returns the parent of a given component, or nil if there is none.
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// This only returns sensible values for registered components (e.g. after
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// LoadAndPrepare).
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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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}
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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(ancestorID string, behaviour reflect.Type) map[interface{}]struct{} {
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g.dbmu.RLock()
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defer g.dbmu.RUnlock()
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return g.byAB[abKey{ancestorID, behaviour}]
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}
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// Scan implements Scanner.
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func (g *Game) Scan() []interface{} { return []interface{}{g.Root} }
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// Walk calls v with every path of components reachable from c via Scan, for as
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// long as visit returns nil.
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func Walk(c interface{}, v func(interface{}, []interface{}) error) error {
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return walk(c, make([]interface{}, 0, 16), v)
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}
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func walk(c interface{}, p []interface{}, v func(interface{}, []interface{}) error) error {
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if err := v(c, p); err != nil {
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return err
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}
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sc, ok := c.(Scanner)
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if !ok {
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return nil
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}
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p = append(p, c)
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for _, c := range sc.Scan() {
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if err := walk(c, p, v); err != nil {
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return err
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}
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}
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return nil
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}
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// LoadAndPrepare first calls Load on all Loaders. Once loading is complete, it
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// builds the component databases and then calls Prepare on every Preparer.
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// LoadAndPrepare must be called before any calls to Component or Query.
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func (g *Game) LoadAndPrepare(assets fs.FS) error {
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// Load all the Loaders.
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if err := Walk(g, func(c interface{}, _ []interface{}) error {
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l, ok := c.(Loader)
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if !ok {
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return nil
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}
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return l.Load(assets)
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}); err != nil {
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return err
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}
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// Build the component databases
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g.dbmu.Lock()
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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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if err := Walk(g, g.registerComponent); err != nil {
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return err
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}
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g.dbmu.Unlock()
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// Prepare all the Preppers
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for p := range g.Query(g.Ident(), PrepperType) {
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if err := p.(Prepper).Prepare(g); err != nil {
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return err
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}
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}
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return nil
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}
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func (g *Game) registerComponent(c interface{}, path []interface{}) error {
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// register in g.par
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if l := len(path); l > 0 {
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g.par[c] = path[l-1]
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}
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// register in g.byAB
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ct := reflect.TypeOf(c)
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for _, b := range Behaviours {
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if !ct.Implements(b) {
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continue
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}
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// TODO: this is quadratic - do better?
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for _, p := range append(path, c) {
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i, ok := p.(Identifier)
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if !ok {
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continue
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}
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k := abKey{i.Ident(), 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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}
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g.byAB[k][c] = struct{}{}
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}
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}
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// register in g.byID if needed
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i, ok := c.(Identifier)
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if !ok {
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return nil
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}
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id := i.Ident()
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if _, exists := g.byID[id]; exists {
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return fmt.Errorf("duplicate id %q", id)
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}
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g.byID[id] = i
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return nil
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}
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// UnregisterComponent removes the component from the component database.
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func (g *Game) UnregisterComponent(c interface{}) {
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g.dbmu.Lock()
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g.unregisterComponent(c)
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g.dbmu.Unlock()
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}
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func (g *Game) unregisterComponent(c interface{}) {
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// unregister from g.byAB, using g.par to trace the path
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ct := reflect.TypeOf(c)
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for _, b := range Behaviours {
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if !ct.Implements(b) {
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continue
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}
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for p := c; p != nil; p = g.par[p] {
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i, ok := p.(Identifier)
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if !ok {
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continue
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}
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k := abKey{i.Ident(), b}
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if g.byAB[k] == nil {
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continue
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}
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delete(g.byAB[k], c)
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}
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}
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// unregister from g.par
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delete(g.par, c)
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// unregister from g.byID if needed
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i, ok := c.(Identifier)
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if !ok {
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return
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}
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delete(g.byID, i.Ident())
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}
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