CodingLand/pkg/internal/land/root.go
2024-07-18 22:59:03 +08:00

124 lines
2.6 KiB
Go

package land
import (
"github.com/veandco/go-sdl2/sdl"
"time"
)
type RootObject struct {
BaseObject
Analyzer *PerformanceAnalyzer
}
func NewRootObject() *RootObject {
in := &RootObject{
Analyzer: &PerformanceAnalyzer{},
}
go in.Analyzer.RunResetter(1 * time.Second)
return in
}
func (p *RootObject) RunEventLoop(tickDuration time.Duration) {
for {
startTime := time.Now()
p.Update()
elapsed := time.Since(startTime)
hangDuration := tickDuration - elapsed
if hangDuration > 0 {
time.Sleep(hangDuration)
}
}
}
func (p *RootObject) ForEachChildren(cb func(child Object)) {
var caller func(current Object)
caller = func(current Object) {
cb(current)
for _, child := range current.GetChildren() {
caller(child)
}
}
caller(p)
}
func (p *RootObject) HandleUserEvent(event sdl.Event) {
switch event := event.(type) {
case *sdl.MouseButtonEvent:
x, y := float64(event.X), float64(event.Y)
vec := Vector2D{x, y}
p.ForEachChildren(func(child Object) {
if interChild, ok := child.(InteractableObject); ok {
if IsOverlapWithPoint(child.(PositionedObject), vec) {
if event.Type == sdl.MOUSEBUTTONDOWN {
interChild.OnEvent(UserEventMouseDown, vec)
} else if event.Type == sdl.MOUSEBUTTONUP {
interChild.OnEvent(UserEventMouseUp, vec)
}
}
}
})
case *sdl.MouseMotionEvent:
x, y := float64(event.X), float64(event.Y)
vec := Vector2D{x, y}
p.ForEachChildren(func(child Object) {
if interChild, ok := child.(InteractableObject); ok {
isOverlap := IsOverlapWithPoint(child.(PositionedObject), vec)
interChild.OnEvent(UserEventMouseMove, vec, isOverlap)
}
})
}
}
func (p *RootObject) Update() {
p.BaseObject.Update()
// Check collision
p.ForEachChildren(func(child Object) {
p.ForEachChildren(func(other Object) {
if child == other {
return
}
collidableChild, ok := child.(CollidableObject)
if !ok {
return
}
collidableOther, ok := other.(CollidableObject)
if !ok {
return
}
if checkCollisionBetweenObject(collidableChild, collidableOther) {
collidableChild.OnCollide(collidableOther)
collidableOther.OnCollide(collidableChild)
}
})
})
p.Analyzer.Tick()
}
func (p *RootObject) Draw(pen *sdl.Renderer) {
// Render background and clear previous state
pen.SetDrawColor(77, 77, 77, 255)
pen.Clear()
// Render each child
p.ForEachChildren(func(child Object) {
if child == p {
// Skip the current to prevent infinite drawing
return
}
if drawableChild, ok := child.(DrawableObject); ok {
drawableChild.Draw(pen)
}
})
p.Analyzer.Draw()
}