doodle/pkg/scene.go

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package doodle
import (
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"git.kirsle.net/SketchyMaze/doodle/pkg/gamepad"
"git.kirsle.net/SketchyMaze/doodle/pkg/log"
"git.kirsle.net/SketchyMaze/doodle/pkg/native"
"git.kirsle.net/SketchyMaze/doodle/pkg/scripting/exceptions"
"git.kirsle.net/go/render/event"
)
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// Scene is an abstraction for a game mode in Doodle. The app points to one
// scene at a time and that scene has control over the main loop, and its own
// state information.
type Scene interface {
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Name() string
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Setup(*Doodle) error
Destroy() error
// Loop should update the scene's state but not draw anything.
Loop(*Doodle, *event.State) error
// Draw should use the scene's state to figure out what pixels need
// to draw to the screen.
Draw(*Doodle) error
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}
// Goto a scene. First it unloads the current scene.
func (d *Doodle) Goto(scene Scene) error {
// Inform the gamepad controller what scene.
gamepad.SceneName = scene.Name()
// Clear any debug labels.
customDebugLabels = []debugLabel{}
// Teardown existing scene.
if d.Scene != nil {
d.Scene.Destroy()
}
// Teardown exceptions modal (singleton windows so it can clean up).
exceptions.Teardown()
// Flush all SDL2 textures between scenes.
native.FreeTextures(d.Engine)
log.Info("Goto Scene: %s", scene.Name())
d.Scene = scene
return d.Scene.Setup(d)
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}