370 lines
9.3 KiB
Go
370 lines
9.3 KiB
Go
package engine
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import (
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"encoding/gob"
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"errors"
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"fmt"
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"image"
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"io/fs"
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"log"
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"reflect"
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"sync"
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"time"
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"drjosh.dev/gurgle/geom"
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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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Registrar
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Scanner
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} = &Game{}
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var (
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errNilComponent = errors.New("nil component")
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errNilParent = errors.New("nil parent")
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)
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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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Disables
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Hides
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ScreenSize image.Point
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Root Drawer // usually a DrawManager
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Projection geom.Projector
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VoxelScale geom.Float3
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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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// Draw draws everything.
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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.ScreenSize.X, g.ScreenSize.Y
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}
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// Update updates everything.
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func (g *Game) Update() error {
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return g.updateRecursive(g)
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}
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// updateRecursive updates everything in a post-order traversal. It terminates recursion
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// early if the component reports it is Disabled.
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func (g *Game) updateRecursive(c interface{}) error {
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if d, ok := c.(Disabler); ok && d.Disabled() {
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return nil
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}
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if sc, ok := c.(Scanner); ok {
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if err := sc.Scan(g.updateRecursive); err != nil {
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return err
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}
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}
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if c == g { // prevent infinite recursion
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return nil
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}
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if u, ok := c.(Updater); ok {
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return u.Update()
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}
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return nil
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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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// PathRegister calls Register on every Registrar in the path between g and
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// parent (top-to-bottom, i.e. g first)
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func (g *Game) PathRegister(component, parent interface{}) error {
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rp := g.ReversePath(parent)
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for i := len(rp) - 1; i >= 0; i-- {
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if r, ok := rp[i].(Registrar); ok {
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if err := r.Register(component, parent); err != nil {
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return err
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}
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}
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}
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return nil
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}
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// PathUnregister calls Unregister on every Registrar in the path between g and
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// parent (bottom-to-top, i.e. parent first).
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func (g *Game) PathUnregister(component interface{}) {
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for _, p := range g.ReversePath(component) {
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if r, ok := p.(Registrar); ok {
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r.Unregister(component)
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}
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}
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}
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// Path returns a slice with the path of components to reach component from g
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// (including g and component).
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func (g *Game) Path(component interface{}) []interface{} {
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stack := g.ReversePath(component)
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for i, j := 0, len(stack)-1; i < j; i, j = i+1, j-1 {
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stack[i], stack[j] = stack[j], stack[i]
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}
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return stack
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}
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// ReversePath returns the same slice as Path, but reversed. (ReversePath is
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// faster than Path).
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func (g *Game) ReversePath(component interface{}) []interface{} {
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var stack []interface{}
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g.dbmu.RLock()
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for p := component; p != nil; p = g.Parent(p) {
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stack = append(stack, p)
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}
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g.dbmu.RUnlock()
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return stack
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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(ancestor interface{}, 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{ancestor, behaviour}]
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}
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// Scan visits g.Root.
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func (g *Game) Scan(visit func(interface{}) error) error {
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return visit(g.Root)
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}
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// Load loads a component and all subcomponents recursively.
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// Note that this method does not implement Loader.
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func (g *Game) Load(component interface{}, assets fs.FS) error {
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if l, ok := component.(Loader); ok {
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if err := l.Load(assets); err != nil {
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return err
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}
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}
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if sc, ok := component.(Scanner); ok {
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return sc.Scan(func(x interface{}) error {
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return g.Load(x, assets)
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})
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}
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return nil
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}
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// Prepare prepares a component and all subcomponents recursively.
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// Note that this method does not implement Prepper.
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func (g *Game) Prepare(component interface{}) error {
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// Postorder traversal, in case ancestors depend on descendants being
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// ready to answer queries.
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if sc, ok := component.(Scanner); ok {
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if err := sc.Scan(g.Prepare); err != nil {
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return err
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}
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}
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if p, ok := component.(Prepper); ok {
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return p.Prepare(g)
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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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if g.VoxelScale == (geom.Float3{}) {
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g.VoxelScale = geom.Float3{X: 1, Y: 1, Z: 1}
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}
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// Load all the Loaders.
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startLoad := time.Now()
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if err := g.Load(g.Root, assets); err != nil {
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return err
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}
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log.Printf("finished loading in %v", time.Since(startLoad))
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// Build the component databases
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startBuild := time.Now()
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if err := g.build(); err != nil {
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return err
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}
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log.Printf("finished building db in %v", time.Since(startBuild))
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// Prepare all the Preppers
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startPrep := time.Now()
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if err := g.Prepare(g.Root); err != nil {
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return err
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}
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log.Printf("finished preparing in %v", time.Since(startPrep))
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return nil
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}
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func (g *Game) build() error {
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g.dbmu.Lock()
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defer g.dbmu.Unlock()
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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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return g.registerRecursive(g, nil)
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}
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// Register registers a component into the component database (as the
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// child of a given parent). Passing a nil component or parent is an error.
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// Registering multiple components with the same ID is also an error.
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// Registering a component will recursively register all children found via
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// Scan.
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func (g *Game) Register(component, parent interface{}) error {
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if component == nil {
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return errNilComponent
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}
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if parent == nil && component != g {
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return errNilParent
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}
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g.dbmu.Lock()
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defer g.dbmu.Unlock()
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return g.registerRecursive(component, parent)
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}
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func (g *Game) registerRecursive(component, parent interface{}) error {
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if err := g.registerOne(component, parent); err != nil {
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return err
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}
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if sc, ok := component.(Scanner); ok {
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return sc.Scan(func(x interface{}) error {
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return g.registerRecursive(x, component)
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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) registerOne(component, parent interface{}) error {
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// register in g.byID if needed
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if i, ok := component.(Identifier); ok {
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if id := i.Ident(); id != "" {
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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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}
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}
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// register in g.par
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g.par[component] = parent
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// register in g.byAB
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ct := reflect.TypeOf(component)
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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: better than O(len(path)^2) time and memory?
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for p := component; p != nil; p = g.par[p] {
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k := abKey{p, 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][component] = struct{}{}
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}
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}
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return nil
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}
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// Unregister removes the component from the component database.
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// Passing a nil component has no effect. Unregistering a component will
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// recursively unregister child components found via Scan.
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func (g *Game) Unregister(component interface{}) {
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if component == nil {
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return
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}
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g.dbmu.Lock()
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g.unregisterRecursive(component)
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g.dbmu.Unlock()
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}
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func (g *Game) unregisterRecursive(component interface{}) {
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if sc, ok := component.(Scanner); ok {
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sc.Scan(func(x interface{}) error {
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g.unregisterRecursive(x)
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return nil
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})
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}
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g.unregisterOne(component)
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}
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func (g *Game) unregisterOne(component interface{}) {
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// unregister from g.byAB, using g.par to trace the path
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ct := reflect.TypeOf(component)
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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 := component; p != nil; p = g.par[p] {
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if k := (abKey{p, b}); g.byAB[k] != nil {
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delete(g.byAB[k], component)
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}
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}
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}
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// unregister from g.par
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delete(g.par, component)
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// unregister from g.byID if needed
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if id, ok := component.(Identifier); ok && id.Ident() != "" {
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delete(g.byID, id.Ident())
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}
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}
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func (g *Game) String() string { return "Game" }
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// --------- Helper stuff ---------
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type abKey struct {
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ancestor interface{}
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behaviour reflect.Type
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}
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// concatOpts returns the combined options (as though a was applied and then b).
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func concatOpts(a, b ebiten.DrawImageOptions) ebiten.DrawImageOptions {
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a.ColorM.Concat(b.ColorM)
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a.GeoM.Concat(b.GeoM)
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if b.CompositeMode != 0 {
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a.CompositeMode = b.CompositeMode
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}
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if b.Filter != 0 {
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a.Filter = b.Filter
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}
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return a
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}
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