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;;; Lisparuga
;;; Copyright © 2020 David Thompson <dthompson2@worcester.edu>
;;;
;;; Lisparuga is free software: you can redistribute it and/or modify
;;; it under the terms of the GNU General Public License as published
;;; by the Free Software Foundation, either version 3 of the License,
;;; or (at your option) any later version.
;;;
;;; Lisparuga is distributed in the hope that it will be useful, but
;;; WITHOUT ANY WARRANTY; without even the implied warranty of
;;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
;;; General Public License for more details.
;;;
;;; You should have received a copy of the GNU General Public License
;;; along with Lisparuga. If not, see <http://www.gnu.org/licenses/>.
;;; Commentary:
;;
;; Base class for all game objects.
;;
;;; Code:
(define-module (lisparuga node)
#:use-module (chickadee scripting)
#:use-module (oop goops)
#:use-module (lisparuga config)
#:export (<node>
name
rank
parent
children
agenda
booted?
active?
visible?
paused?
on-boot
on-enter
on-exit
reboot
activate
deactivate
show
hide
pause
resume
update
update-tree
render
render-tree
child-ref
&
on-attach
on-detach
attach-to
detach
run-script
stop-scripts
blink)
#:replace (pause))
(define-class <node> ()
;; Symbolic name. Used for easy lookup of children within a parent.
(name #:accessor name #:init-form (gensym "anonymous-") #:init-keyword #:name)
;; An integer value that determines priority order for
;; updating/rendering.
(rank #:accessor rank #:init-value 0 #:init-keyword #:rank)
;; The node that this node is attached to. A node may only have one
;; parent.
(parent #:accessor parent #:init-form #f)
;; List of children ordered by rank.
(children #:accessor children #:init-form '())
;; Children indexed by name for fast lookup.
(children-map #:getter children-map #:init-form (make-hash-table))
;; Script scheduler.
(agenda #:getter agenda #:init-form (make-agenda))
;; Flips to #t upon first entering a scene.
(booted? #:accessor booted? #:init-form #f)
;; Flips to #t when node is part of current scene.
(active? #:accessor active? #:init-form #f)
;; Determines whether or not the node and all of its children are
;; rendered.
(visible? #:accessor visible? #:init-form #t #:init-keyword #:visible?)
;; Determines whether or not updates happen.
(paused? #:accessor paused? #:init-form #f #:init-keyword #:paused?)
;; Use redefinable classes when in dev mode.
#:metaclass (if developer-mode?
<redefinable-class>
<class>))
(define (for-each-child proc node)
(for-each proc (children node)))
;;;
;;; Life cycle event handlers
;;;
(define-method (update (node <node>) dt)
"Advance simulation of NODE by the time delta DT."
#t)
(define-method (update-tree (node <node>) dt)
"Update NODE and all of its children. DT is the amount of time
passed since the last update, in milliseconds."
(unless (paused? node)
;; Update children first, recursively.
(for-each-child (lambda (child) (update-tree child dt)) node)
;; Scripts take precedence over the update method.
(with-agenda (agenda node)
(update-agenda 1)
(update node dt))))
(define-method (render (node <node>) alpha)
"Render NODE. ALPHA is the distance between the previous update and
the next update represented as a ratio in the range [0, 1]."
#t)
(define-method (render-tree (node <node>) alpha)
"Render NODE and all of its children, recursively.
ALPHA is the distance between the previous update and the next update
represented as a ratio in the range [0, 1]."
(when (visible? node)
(render node alpha)
(for-each-child (lambda (child) (render-tree child alpha)) node)))
(define-method (on-boot (node <node>))
"Perform initialization tasks for NODE."
#t)
(define-method (on-enter (node <node>))
"Perform task now that NODE has entered the current scene."
#t)
(define-method (on-exit (node <node>))
"Perform task now that NODE has left the current scene."
#t)
;;;
;;; Life cycle state management
;;;
(define-method (boot (node <node>))
"Prepare NODE to enter the game world for the first time."
(set! (booted? node) #t)
(on-boot node))
(define-method (reboot (node <node>))
(define (do-reboot)
(for-each detach (children node))
(with-agenda (agenda node) (reset-agenda))
(on-boot node))
(cond
;; Never booted before, so do nothing.
((not (booted? node))
#t)
;; Currently active, so reactivate after reboot.
((active? node)
(do-reboot)
(activate node))
;; Not active.
(else
(do-reboot))))
(define-method (activate (node <node>))
"Mark NODE and all of its children as active."
;; First time activating? We must boot!
(unless (booted? node) (boot node))
(set! (active? node) #t)
(for-each-child activate node)
;; Activate all children, recursively, before calling on-enter hook.
(on-enter node))
(define-method (deactivate (node <node>))
"Mark NODE and all of its children as inactive."
(set! (active? node) #f)
(on-exit node)
(for-each-child deactivate node))
(define-method (show (node <node>))
"Mark NODE as visible."
(set! (visible? node) #t))
(define-method (hide (node <node>))
"Mark NODE as invisible."
(set! (visible? node) #f))
(define-method (pause (node <node>))
(set! (paused? node) #t))
(define-method (resume (node <node>))
(set! (paused? node) #f))
;;;
;;; Child management
;;;
(define-method (child-ref (parent <node>) name)
"Return the child node of PARENT whose name is NAME."
(hashq-ref (children-map parent) name))
(define-syntax &
(syntax-rules ()
((_ parent child-name)
(child-ref parent 'child-name))
((_ parent child-name . rest)
(& (child-ref parent 'child-name) . rest))))
(define-method (on-attach (parent <node>) (child <node>))
#t)
(define-method (on-detach (parent <node>) (child <node>))
#t)
(define-method (attach-to (new-parent <node>) . new-children)
"Attach NEW-CHILDREN to NEW-PARENT."
;; Validate all children first. The whole operation will fail if
;; any of them cannot be attached.
(for-each (lambda (child)
(when (parent child)
(error "node already has a parent:" child))
(when (child-ref new-parent (name child))
(error "node name taken:" (name child))))
new-children)
;; Adopt the children and sort them by their rank so that
;; updating/rendering happens in the desired order.
(set! (children new-parent)
(sort (append new-children (children new-parent))
(lambda (a b)
(< (rank a) (rank b)))))
;; Mark the children as having parents and add them to the name
;; index for quick lookup later.
(for-each (lambda (child)
(set! (parent child) new-parent)
(hashq-set! (children-map new-parent) (name child) child)
;; If the parent is active, that means the new children
;; must also be active.
(when (active? new-parent)
(activate child)))
new-children)
;; Notify parent of attach event.
(for-each (lambda (child)
(on-attach new-parent child))
new-children))
(define-method (detach (node <node>))
"Detach NODE from its parent."
(let ((p (parent node)))
(when p
(set! (children p) (delq node (children p)))
(hashq-remove! (children-map p) (name node))
;; Detaching deactives the node and all of its children.
(when (active? node)
(deactivate node))
(set! (parent node) #f)
(on-detach p node))))
(define-method (detach . nodes)
"Detach all NODES from their respective parents."
(for-each detach nodes))
;;;
;;; Scripting
;;;
(define-syntax-rule (run-script node body ...)
(with-agenda (agenda node) (script body ...)))
(define-method (stop-scripts node)
(with-agenda (agenda node) (clear-agenda)))
(define-method (blink (node <node>) times interval)
(let loop ((i 0))
(when (< i times)
(set! (visible? node) #f)
(sleep interval)
(set! (visible? node) #t)
(sleep interval)
(loop (+ i 1)))))
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