Files
go-game/scene.go
2016-08-18 23:58:41 +02:00

121 lines
2.2 KiB
Go

package goga
import (
"log"
)
var (
scenes []Scene
activeScene Scene
)
// A scene used to switch between game states.
// The Cleanup() method is called when a scene is removed
// or the program is stopped. It can be used to cleanup open resources
// (like GL objects).
// On switch, Pause() and Resume() are called.
// The name returned by GetName() must be unique. A scene must only be
// registered once.
type Scene interface {
Pause()
Resume()
Cleanup()
Resize(int, int)
GetName() string
}
// Adds a scene to game.
// Returns false if the scene exists already.
// The first scene added will be set active.
func AddScene(scene Scene) bool {
for _, s := range scenes {
if s == scene {
return false
}
}
scenes = append(scenes, scene)
log.Print("Added scene: " + scene.GetName())
if activeScene == nil {
activeScene = scene
log.Print("Active scene: " + scene.GetName())
}
return true
}
// Removes a given scene.
// Returns false if it could not be found.
func RemoveScene(scene Scene) bool {
for i, s := range scenes {
if s == scene {
s.Cleanup()
scenes = append(scenes[:i], scenes[i+1:]...)
log.Print("Removed scene: " + scene.GetName())
return true
}
}
return false
}
// Removes all scenes.
func RemoveAllScenes() {
for _, s := range scenes {
s.Cleanup()
}
scenes = make([]Scene, 0)
log.Print("Cleared scenes")
}
// Finds and returns a scene by name, or nil if not found.
func GetSceneByName(name string) Scene {
for _, s := range scenes {
if s.GetName() == name {
return s
}
}
return nil
}
// Switches to given scene.
// This will pause the currently active scene.
func SwitchScene(scene Scene) {
if activeScene != nil {
activeScene.Pause()
}
activeScene = scene
log.Print("Active scene: " + scene.GetName())
for _, s := range scenes {
if s == activeScene {
activeScene.Resume()
break
}
}
}
// Switches to given existing scene by name.
// Returns false if the scene does not exist.
func SwitchSceneByName(name string) bool {
scene := GetSceneByName(name)
if scene == nil {
return false
}
SwitchScene(scene)
return true
}
// Returns the currently active scene.
// Can be nil if no scene was set.
func GetActiveScene() Scene {
return activeScene
}