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OpenDiablo2/d2core/d2scene/d2scene.go

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package d2scene
import (
"math"
"runtime"
"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
"github.com/OpenDiablo2/OpenDiablo2/d2common"
)
// Scene defines the function necessary for scene management
type Scene interface {
Load() []func()
Unload()
Render(target d2common.Surface)
Advance(tickTime float64)
}
var nextScene Scene // The next scene to be loaded at the end of the game loop
var currentScene Scene // The current scene being rendered
var loadingIndex int // Determines which load function is currently being called
var thingsToLoad []func() // The load functions for the next scene
var loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
var stepLoadingSize float64 // The size for each loading step
// SetNextScene tells the engine what scene to load on the next update cycle
func SetNextScene(scene Scene) {
nextScene = scene
}
func GetCurrentScene() Scene {
return currentScene
}
// updateScene handles the scene maintenance for the engine
func UpdateScene() {
if nextScene == nil {
if thingsToLoad != nil {
if loadingIndex < len(thingsToLoad) {
thingsToLoad[loadingIndex]()
loadingIndex++
if loadingIndex < len(thingsToLoad) {
StepLoading()
} else {
FinishLoading()
thingsToLoad = nil
}
return
}
}
return
}
if currentScene != nil {
currentScene.Unload()
runtime.GC()
}
currentScene = nextScene
nextScene = nil
d2ui.Reset()
thingsToLoad = currentScene.Load()
loadingIndex = 0
SetLoadingStepSize(1.0 / float64(len(thingsToLoad)))
ResetLoading()
}
func Advance(time float64) {
if currentScene == nil {
return
}
currentScene.Advance(time)
}
func Render(surface d2common.Surface) {
if currentScene == nil {
return
}
currentScene.Render(surface)
}
// SetLoadingStepSize sets the size of the loading step
func SetLoadingStepSize(size float64) {
stepLoadingSize = size
}
// ResetLoading resets the loading progress
func ResetLoading() {
loadingProgress = 0.0
}
// StepLoading increments the loading progress
func StepLoading() {
loadingProgress = math.Min(1.0, loadingProgress+stepLoadingSize)
}
// FinishLoading terminates the loading phase
func FinishLoading() {
loadingProgress = 1.0
}
// IsLoading returns true if the engine is currently in a loading state
func IsLoading() bool {
return loadingProgress < 1.0
}
func GetLoadingProgress() float64 {
return loadingProgress
}