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mirror of https://github.com/OpenDiablo2/OpenDiablo2 synced 2025-02-13 12:06:31 -05:00
OpenDiablo2/d2core/d2systems/scene_base.go
gravestench caafe7592c more work on ecs impl
* added command line arg for launching ecs impl
* removed render system tests, was causing gl context issues in tests
* fixed all lint errors in d2systems
2020-12-07 12:44:11 -08:00

294 lines
6.6 KiB
Go

package d2systems
import (
"path/filepath"
"github.com/gravestench/akara"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2interface"
"github.com/OpenDiablo2/OpenDiablo2/d2common/d2util"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2components"
)
const (
mainViewport int = 0
)
// NewBaseScene creates a new base scene instance
func NewBaseScene(key string) *BaseScene {
base := &BaseScene{
BaseSystem: &akara.BaseSystem{},
Logger: d2util.NewLogger(),
key: key,
Viewports: make([]akara.EID, 0),
GameObjects: make([]akara.EID, 0),
systems: &baseSystems{},
}
base.SetPrefix(key)
return base
}
var _ akara.System = &BaseScene{}
type baseSystems struct {
*RenderSystem
*GameObjectFactory
}
// BaseScene encapsulates common behaviors for systems that are considered "scenes",
// such as the main menu, the in-game map, the console, etc.
//
// The base scene is responsible for generic behaviors common to all scenes,
// like initializing the default viewport, or rendering game objects to the viewports.
type BaseScene struct {
*akara.BaseSystem
*d2util.Logger
key string
booted bool
paused bool
systems *baseSystems
Add *sceneObjectAssigner
Viewports []akara.EID
GameObjects []akara.EID
*d2components.MainViewportMap
*d2components.ViewportMap
*d2components.ViewportFilterMap
*d2components.CameraMap
*d2components.SurfaceMap
*d2components.PositionMap
*d2components.ScaleMap
*d2components.AnimationMap
}
// Booted returns whether or not the scene has booted
func (s *BaseScene) Booted() bool {
return s.booted
}
// Paused returns whether or not the scene is paused
func (s *BaseScene) Paused() bool {
return s.paused
}
// Init the base scene
func (s *BaseScene) Init(world *akara.World) {
s.World = world
if s.World == nil {
return
}
}
func (s *BaseScene) boot() {
s.Info("booting ...")
s.injectComponentMaps()
s.Add = &sceneObjectAssigner{BaseScene: s}
for idx := range s.Systems {
if rendersys, ok := s.Systems[idx].(*RenderSystem); ok {
s.systems.RenderSystem = rendersys
continue
}
if objFactory, ok := s.Systems[idx].(*GameObjectFactory); ok {
s.systems.GameObjectFactory = objFactory
continue
}
}
if s.systems.RenderSystem == nil {
s.Info("waiting for render system ...")
return
}
if s.systems.RenderSystem.renderer == nil {
s.Info("waiting for renderer instance ...")
return
}
if s.systems.GameObjectFactory == nil {
s.Info("waiting for game object factory ...")
return
}
s.systems.SpriteFactory.RenderSystem = s.systems.RenderSystem
s.createDefaultViewport()
s.Info("booted!")
s.booted = true
}
func (s *BaseScene) injectComponentMaps() {
s.MainViewportMap = s.World.InjectMap(d2components.MainViewport).(*d2components.MainViewportMap)
s.ViewportMap = s.World.InjectMap(d2components.Viewport).(*d2components.ViewportMap)
s.ViewportFilterMap = s.World.InjectMap(d2components.ViewportFilter).(*d2components.ViewportFilterMap)
s.CameraMap = s.World.InjectMap(d2components.Camera).(*d2components.CameraMap)
s.SurfaceMap = s.World.InjectMap(d2components.Surface).(*d2components.SurfaceMap)
s.PositionMap = s.World.InjectMap(d2components.Position).(*d2components.PositionMap)
s.ScaleMap = s.World.InjectMap(d2components.Scale).(*d2components.ScaleMap)
s.AnimationMap = s.World.InjectMap(d2components.Animation).(*d2components.AnimationMap)
}
func (s *BaseScene) createDefaultViewport() {
s.Info("creating default viewport")
viewportID := s.NewEntity()
s.AddViewport(viewportID)
camera := s.AddCamera(viewportID)
camera.Width = 800
camera.Height = 600
camera.Zoom = 1
s.AddSurface(viewportID).Surface = s.systems.renderer.NewSurface(camera.Width, camera.Height)
s.AddMainViewport(viewportID)
s.Viewports = append(s.Viewports, viewportID)
}
// Key returns the scene's key
func (s *BaseScene) Key() string {
return s.key
}
// Update performs scene boot and renders the scene viewports
func (s *BaseScene) Update() {
if !s.booted {
s.boot()
}
if !s.booted {
return
}
s.renderViewports()
}
func (s *BaseScene) renderViewports() {
if s.systems.RenderSystem == nil {
s.Warning("render system not present")
return
}
if s.systems.RenderSystem.renderer == nil {
s.Warning("render system doesn't have a renderer instance")
return
}
numViewports := len(s.Viewports)
if numViewports < 1 {
s.createDefaultViewport()
}
viewportObjects := s.binGameObjectsByViewport()
for idx := numViewports - 1; idx >= 0; idx-- {
s.renderViewport(idx, viewportObjects[idx])
}
}
func (s *BaseScene) binGameObjectsByViewport() map[int][]akara.EID {
bins := make(map[int][]akara.EID)
for _, eid := range s.GameObjects {
vpfilter, found := s.GetViewportFilter(eid)
if !found {
vpfilter = s.AddViewportFilter(eid)
vpfilter.Set(mainViewport, true)
}
for _, vpidx64 := range vpfilter.ToIntArray() {
vpidx := int(vpidx64)
_, found := bins[vpidx]
if !found {
bins[vpidx] = make([]akara.EID, 0)
}
bins[vpidx] = append(bins[vpidx], eid)
}
}
return bins
}
func (s *BaseScene) renderViewport(idx int, objects []akara.EID) {
id := s.Viewports[idx]
if idx == mainViewport {
s.AddMainViewport(id)
} else {
s.MainViewportMap.Remove(id)
}
camera, found := s.GetCamera(id)
if !found {
return
}
sfc, found := s.GetSurface(id)
if !found {
return
}
if sfc.Surface == nil {
sfc.Surface = s.systems.renderer.NewSurface(camera.Width, camera.Height)
}
cx, cy := int(camera.X())+camera.Width>>1, int(camera.Y())+camera.Height>>1
sfc.Surface.PushTranslation(-cx, -cy) // negative because we're offsetting everything that gets rendered
sfc.Surface.PushScale(camera.Zoom, camera.Zoom)
for _, object := range objects {
s.renderObject(sfc.Surface, object)
}
sfc.Pop()
sfc.Pop()
}
func (s *BaseScene) renderObject(target d2interface.Surface, id akara.EID) {
sfc, found := s.GetSurface(id)
if !found {
return
}
position, found := s.GetPosition(id)
if !found {
position = s.AddPosition(id)
}
scale, found := s.GetScale(id)
if !found {
scale = s.AddScale(id)
}
sfc.PushTranslation(int(position.X()), int(position.Y()))
sfc.PushScale(scale.X(), scale.Y())
target.Render(sfc.Surface)
sfc.Pop()
sfc.Pop()
}
// responsible for wrapping the object factory calls and assigning the created object entity id's to the scene
type sceneObjectAssigner struct {
*BaseScene
}
func (s *sceneObjectAssigner) Sprite(x, y float64, imgPath, palPath string) akara.EID {
s.Infof("creating sprite: %s, %s", filepath.Base(imgPath), palPath)
eid := s.systems.SpriteFactory.Sprite(x, y, imgPath, palPath)
s.GameObjects = append(s.GameObjects, eid)
return eid
}