StrawberryBF/src/Core/Scene.bf
2020-09-12 23:52:13 -07:00

255 lines
5.0 KiB
Brainfuck

using System.Collections;
using System;
namespace Strawberry
{
public class Scene
{
public float TimeStarted { get; private set; }
public Rect Bounds;
private List<Entity> entities;
private HashSet<Entity> toRemove;
private HashSet<Entity> toAdd;
private Dictionary<Type, List<Entity>> entityTracker;
private Dictionary<Type, List<Component>> componentTracker;
public this()
{
entities = new List<Entity>();
toAdd = new HashSet<Entity>();
toRemove = new HashSet<Entity>();
entityTracker = new Dictionary<Type, List<Entity>>();
for (let type in Game.[Friend]entityAssignableLists.Keys)
entityTracker.Add(type, new List<Entity>());
componentTracker = new Dictionary<Type, List<Component>>();
for (let type in Game.[Friend]componentAssignableLists.Keys)
componentTracker.Add(type, new List<Component>());
}
public ~this()
{
for (var e in entities)
if (e.DeleteOnRemove)
delete e;
delete entities;
for (var e in toAdd)
if (e.DeleteOnRemove)
delete e;
delete toAdd;
delete toRemove;
for (let list in entityTracker.Values)
delete list;
delete entityTracker;
for (let list in componentTracker.Values)
delete list;
delete componentTracker;
}
public virtual void Started()
{
TimeStarted = Time.Elapsed;
}
public virtual void Update()
{
UpdateLists();
for (let e in entities)
if (e.Active)
e.Update();
}
public virtual void Draw()
{
for (let e in entities)
if (e.Visible)
e.Draw();
}
public T Add<T>(T e) where T : Entity
{
if (e.Scene == null)
toAdd.Add(e);
return e;
}
public T Remove<T>(T e) where T : Entity
{
if (e.Scene == this)
toRemove.Add(e);
return e;
}
private void UpdateLists()
{
if (toRemove.Count > 0)
{
for (let e in toRemove)
{
entities.Remove(e);
UntrackEntity(e);
e.[Friend]Removed();
if (e.DeleteOnRemove)
delete e;
}
toRemove.Clear();
}
if (toAdd.Count > 0)
{
for (let e in toAdd)
{
entities.Add(e);
TrackEntity(e);
e.[Friend]Added(this);
}
entities.Sort(scope => Entity.Compare);
}
for (let e in entities)
e.[Friend]UpdateLists();
if (toAdd.Count > 0)
{
for (let e in toAdd)
e.Started();
toAdd.Clear();
}
}
// Tracking
private void TrackEntity(Entity e)
{
for (let t in Game.[Friend]entityAssignableLists[e.GetType()])
entityTracker[t].Add(e);
for (let c in e.[Friend]components)
TrackComponent(c);
}
private void UntrackEntity(Entity e)
{
for (let t in Game.[Friend]entityAssignableLists[e.GetType()])
entityTracker[t].Remove(e);
for (let c in e.[Friend]components)
UntrackComponent(c);
}
private void TrackComponent(Component c)
{
for (let t in Game.[Friend]componentAssignableLists[c.GetType()])
componentTracker[t].Add(c);
}
private void UntrackComponent(Component c)
{
for (let t in Game.[Friend]componentAssignableLists[c.GetType()])
componentTracker[t].Remove(c);
}
// Time
public float TimeElapsed => Time.Elapsed - TimeStarted;
public float PreviousTimeElapsed => Time.PreviousElapsed - TimeStarted;
public bool TimeOnInterval(float interval, float offset = 0)
{
return (int)((TimeElapsed - offset) / interval) != (int)((PreviousTimeElapsed - offset) / interval);
}
public bool TimeBetweenInterval(float interval, float offset = 0)
{
return (TimeElapsed - offset) % (interval * 2) >= interval;
}
// Finding Entities
public int Count<T>() where T : Entity
{
return entityTracker[typeof(T)].Count;
}
public bool Check<T>(Point point) where T : Entity
{
for (let e in entityTracker[typeof(T)])
if (e.Check(point))
return true;
return false;
}
public bool Check<T>(Rect rect) where T : Entity
{
for (let e in entityTracker[typeof(T)])
if (e.Check(rect))
return true;
return false;
}
public T First<T>() where T : Entity
{
for (let e in entityTracker[typeof(T)])
return e as T;
return null;
}
public T First<T>(Point point) where T : Entity
{
for (let e in entityTracker[typeof(T)])
if (e.Check(point))
return e as T;
return null;
}
public T First<T>(Rect rect) where T : Entity
{
for (let e in entityTracker[typeof(T)])
if (e.Check(rect))
return e as T;
return null;
}
public List<T> All<T>(List<T> into) where T : Entity
{
for (let e in entityTracker[typeof(T)])
into.Add(e as T);
return into;
}
public List<T> All<T>(Point point, List<T> into) where T : Entity
{
for (let e in entityTracker[typeof(T)])
if (e.Check(point))
into.Add(e as T);
return into;
}
public List<T> All<T>(Rect rect, List<T> into) where T : Entity
{
for (let e in entityTracker[typeof(T)])
if (e.Check(rect))
into.Add(e as T);
return into;
}
/*
Finding Components
*/
public int Count<T>() where T : Component
{
return componentTracker[typeof(T)].Count;
}
}
}