1
1
mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-13 12:06:31 -05:00
OpenDiablo2/d2core/d2components/asset_font_table.go
gravestench c52c6648dd refactor of d2components, d2systems
Systems now place all of their component factories into a `Components`
member. This improves code readability and makes it clear when we are
dealing specifically with ecs components.

The concrete ComponentFactory instances now have `Add` and `Get`
methods (as opposed to `AddAlpha` or `GetAlpha`). This enforces naming
of component factories as to avoid collisions when embedded in a struct
with other components.

Also, the ComponentFactory interface is embedded directly into the
concrete component factory without a name.
2020-12-08 18:45:00 -08:00

41 lines
1.2 KiB
Go

//nolint:dupl,golint,stylecheck // component declarations are supposed to look the same
package d2components
import (
"github.com/gravestench/akara"
)
// static check that FontTable implements Component
var _ akara.Component = &FontTable{}
// FontTable is a component that contains font table data as a byte slice
type FontTable struct {
Data []byte
}
// New returns a FontTable component. By default, Data is a nil instance.
func (*FontTable) New() akara.Component {
return &FontTable{}
}
// FontTableFactory is a wrapper for the generic component factory that returns FontTable component instances.
// This can be embedded inside of a system to give them the methods for adding, retrieving, and removing a FontTable.
type FontTableFactory struct {
*akara.ComponentFactory
}
// Add adds a FontTable component to the given entity and returns it
func (m *FontTableFactory) Add(id akara.EID) *FontTable {
return m.ComponentFactory.Add(id).(*FontTable)
}
// Get returns the FontTable component for the given entity, and a bool for whether or not it exists
func (m *FontTableFactory) Get(id akara.EID) (*FontTable, bool) {
component, found := m.ComponentFactory.Get(id)
if !found {
return nil, found
}
return component.(*FontTable), found
}