mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-11-10 06:16:27 -05:00
b5c1f5222d
* Move rendering stuff out of d2common into d2render * Remove d2interface
108 lines
2.4 KiB
Go
108 lines
2.4 KiB
Go
package d2scene
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import (
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"math"
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"runtime"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2render"
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"github.com/OpenDiablo2/OpenDiablo2/d2core/d2ui"
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)
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// Scene defines the function necessary for scene management
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type Scene interface {
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Load() []func()
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Unload()
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Render(target d2render.Surface)
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Advance(tickTime float64)
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}
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var nextScene Scene // The next scene to be loaded at the end of the game loop
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var currentScene Scene // The current scene being rendered
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var loadingIndex int // Determines which load function is currently being called
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var thingsToLoad []func() // The load functions for the next scene
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var loadingProgress float64 // LoadingProcess is a range between 0.0 and 1.0. If set, loading screen displays.
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var stepLoadingSize float64 // The size for each loading step
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// SetNextScene tells the engine what scene to load on the next update cycle
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func SetNextScene(scene Scene) {
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nextScene = scene
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}
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func GetCurrentScene() Scene {
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return currentScene
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}
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// updateScene handles the scene maintenance for the engine
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func UpdateScene() {
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if nextScene == nil {
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if thingsToLoad != nil {
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if loadingIndex < len(thingsToLoad) {
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thingsToLoad[loadingIndex]()
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loadingIndex++
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if loadingIndex < len(thingsToLoad) {
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StepLoading()
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} else {
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FinishLoading()
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thingsToLoad = nil
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}
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return
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}
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}
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return
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}
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if currentScene != nil {
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currentScene.Unload()
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runtime.GC()
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}
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currentScene = nextScene
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nextScene = nil
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d2ui.Reset()
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thingsToLoad = currentScene.Load()
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loadingIndex = 0
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SetLoadingStepSize(1.0 / float64(len(thingsToLoad)))
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ResetLoading()
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}
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func Advance(time float64) {
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if currentScene == nil {
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return
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}
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currentScene.Advance(time)
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}
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func Render(surface d2render.Surface) {
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if currentScene == nil {
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return
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}
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currentScene.Render(surface)
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}
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// SetLoadingStepSize sets the size of the loading step
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func SetLoadingStepSize(size float64) {
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stepLoadingSize = size
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}
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// ResetLoading resets the loading progress
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func ResetLoading() {
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loadingProgress = 0.0
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}
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// StepLoading increments the loading progress
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func StepLoading() {
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loadingProgress = math.Min(1.0, loadingProgress+stepLoadingSize)
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}
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// FinishLoading terminates the loading phase
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func FinishLoading() {
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loadingProgress = 1.0
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}
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// IsLoading returns true if the engine is currently in a loading state
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func IsLoading() bool {
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return loadingProgress < 1.0
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}
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func GetLoadingProgress() float64 {
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return loadingProgress
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}
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