From 01c93a1ebe9e5648a73025d5356d9cee72c7464d Mon Sep 17 00:00:00 2001 From: David Thompson Date: Fri, 24 Aug 2018 08:39:28 -0400 Subject: First commit! --- .gitignore | 10 + COPYING | 674 ++++++++++++++++++++++++++++++++++++++++++++++++++++ Makefile.am | 46 ++++ bootstrap | 3 + configure.ac | 19 ++ guix.scm | 183 ++++++++++++++ pre-inst-env.in | 29 +++ starling/game.scm | 13 + starling/kernel.scm | 256 ++++++++++++++++++++ starling/node.scm | 198 +++++++++++++++ 10 files changed, 1431 insertions(+) create mode 100644 .gitignore create mode 100644 COPYING create mode 100644 Makefile.am create mode 100755 bootstrap create mode 100644 configure.ac create mode 100644 guix.scm create mode 100644 pre-inst-env.in create mode 100644 starling/game.scm create mode 100644 starling/kernel.scm create mode 100644 starling/node.scm diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..77b4d15 --- /dev/null +++ b/.gitignore @@ -0,0 +1,10 @@ +*.go +/Makefile.in +/aclocal.m4 +/config.log +/config.status +/configure +/pre-inst-env +/autom4te.cache/ +/build-aux/ +/Makefile diff --git a/COPYING b/COPYING new file mode 100644 index 0000000..94a9ed0 --- /dev/null +++ b/COPYING @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If not, see . + +Also add information on how to contact you by electronic and paper mail. + + If the program does terminal interaction, make it output a short +notice like this when it starts in an interactive mode: + + Copyright (C) + This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. + This is free software, and you are welcome to redistribute it + under certain conditions; type `show c' for details. + +The hypothetical commands `show w' and `show c' should show the appropriate +parts of the General Public License. Of course, your program's commands +might be different; for a GUI interface, you would use an "about box". + + You should also get your employer (if you work as a programmer) or school, +if any, to sign a "copyright disclaimer" for the program, if necessary. +For more information on this, and how to apply and follow the GNU GPL, see +. + + The GNU General Public License does not permit incorporating your program +into proprietary programs. If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/Makefile.am b/Makefile.am new file mode 100644 index 0000000..e80b15e --- /dev/null +++ b/Makefile.am @@ -0,0 +1,46 @@ +## Starling Game Engine +## Copyright © 2016 David Thompson +## +## Starling 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. +## +## Starling 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 Starling. If not, see . + +GOBJECTS = $(SOURCES:%.scm=%.go) + +nobase_mod_DATA = $(SOURCES) $(NOCOMP_SOURCES) +nobase_go_DATA = $(GOBJECTS) + +# Make sure source files are installed first, so that the mtime of +# installed compiled files is greater than that of installed source +# files. See +# +# for details. +guile_install_go_files = install-nobase_goDATA +$(guile_install_go_files): install-nobase_modDATA + +CLEANFILES = $(GOBJECTS) +EXTRA_DIST = $(SOURCES) $(NOCOMP_SOURCES) +GUILE_WARNINGS = -Wunbound-variable -Warity-mismatch -Wformat +SUFFIXES = .scm .go +.scm.go: + $(AM_V_GEN)$(top_builddir)/pre-inst-env $(GUILE_TOOLS) compile $(GUILE_WARNINGS) -o "$@" "$<" + +moddir=$(prefix)/share/guile/site/$(GUILE_EFFECTIVE_VERSION) +godir=$(libdir)/guile/$(GUILE_EFFECTIVE_VERSION)/site-ccache + +SOURCES = \ + starling/node.scm \ + starling/node-2d.scm \ + starling/kernel.scm + +EXTRA_DIST += \ + COPYING diff --git a/bootstrap b/bootstrap new file mode 100755 index 0000000..e756b42 --- /dev/null +++ b/bootstrap @@ -0,0 +1,3 @@ +#! /bin/sh + +autoreconf -vif diff --git a/configure.ac b/configure.ac new file mode 100644 index 0000000..96f7561 --- /dev/null +++ b/configure.ac @@ -0,0 +1,19 @@ +dnl -*- Autoconf -*- + +AC_INIT(starling, 0.3.0) +AC_CONFIG_SRCDIR(starling) +AC_CONFIG_AUX_DIR([build-aux]) +AM_INIT_AUTOMAKE([color-tests -Wall -Wno-portability foreign]) +AM_SILENT_RULES([yes]) + +AC_PATH_PROG([GUILE], [guile]) +AC_CONFIG_FILES([Makefile]) +AC_CONFIG_FILES([pre-inst-env], [chmod +x pre-inst-env]) + +GUILE_PKG([2.2]) +GUILE_PROGS + +GUILE_MODULE_REQUIRED([chickadee]) +GUILE_MODULE_REQUIRED([sdl2]) + +AC_OUTPUT diff --git a/guix.scm b/guix.scm new file mode 100644 index 0000000..05161db --- /dev/null +++ b/guix.scm @@ -0,0 +1,183 @@ +;;; Starling Game Engine +;;; Copyright © 2018 David Thompson +;;; +;;; Starling 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. +;;; +;;; Starling 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 Starling. If not, see . + +;;; Commentary: +;; +;; Development environment for GNU Guix. +;; +;; To setup the development environment, run the following: +;; +;; guix environment -l guix.scm +;; ./bootstrap && ./configure; +;; +;; To build the development snapshot, run: +;; +;; guix build -f guix.scm +;; +;; To install the development snapshot, run: +;; +;; guix install -f guix.scm +;; +;;; Code: + +(use-modules (ice-9 match) + (srfi srfi-1) + (guix packages) + (guix licenses) + (guix download) + (guix git-download) + (guix build-system gnu) + (gnu packages) + (gnu packages autotools) + (gnu packages pkg-config) + (gnu packages texinfo) + (gnu packages guile) + (gnu packages gl) + (gnu packages sdl) + (gnu packages maths) + (gnu packages image)) + +(define (package-with-guile p guile) + (package + (inherit p) + (inputs + (map (match-lambda + (("guile" _) + `("guile" ,guile)) + (input input)) + (package-inputs p))))) + +(define (package-with-guile-2.2 p) + (package-with-guile p guile-2.2.4)) + +(define guile-sdl2 + (let ((commit "5a6ea82c9ad859972c01d2908b2f66fb3addcfbb")) + (package + (name "guile-sdl2") + (version "0.2.0-1.") + (source (origin + (method git-fetch) + (uri (git-reference + (url "git://dthompson.us/guile-sdl2.git") + (commit commit))) + (sha256 + (base32 + "1gc8f24l2y939a673kix0jd0kqr4zgwr8kd5qy60czqbqbjqrn96")))) + (build-system gnu-build-system) + (arguments + '(#:configure-flags + (list (string-append "--with-libsdl2-prefix=" + (assoc-ref %build-inputs "sdl2")) + (string-append "--with-libsdl2-image-prefix=" + (assoc-ref %build-inputs "sdl2-image")) + (string-append "--with-libsdl2-ttf-prefix=" + (assoc-ref %build-inputs "sdl2-ttf")) + (string-append "--with-libsdl2-mixer-prefix=" + (assoc-ref %build-inputs "sdl2-mixer"))) + #:make-flags '("GUILE_AUTO_COMPILE=0") + #:phases + (modify-phases %standard-phases + (add-after 'unpack 'bootstrap + (lambda _ + (zero? (system* "sh" "bootstrap")))) + (add-after 'configure 'patch-makefile + (lambda _ + ;; Install compiled Guile files in the expected place. + (substitute* '("Makefile") + (("^godir = .*$") + "godir = $(moddir)\n"))))))) + (native-inputs + `(("autoconf" ,autoconf) + ("automake" ,automake) + ("pkg-config" ,pkg-config) + ("texinfo" ,texinfo))) + (inputs + `(("guile" ,guile-2.2.4) + ("sdl2" ,sdl2) + ("sdl2-image" ,sdl2-image) + ("sdl2-mixer" ,sdl2-mixer) + ("sdl2-ttf" ,sdl2-ttf))) + (synopsis "Guile bindings for SDL2") + (description "Guile-sdl2 provides pure Guile Scheme bindings to the +SDL2 C shared library via the foreign function interface.") + (home-page "https://git.dthompson.us/guile-sdl2.git") + (license lgpl3+)))) + +(define chickadee + (let ((commit "8163e4b415bcf1f6a696ccbf06e3136aea1a261f")) + (package + (name "chickadee") + (version "0.1") + (source (origin + (method git-fetch) + (uri (git-reference + (url "git://dthompson.us/chickadee.git") + (commit commit))) + (sha256 + (base32 + "0wsn01mxvmkgfmc7s97hq5vwi86p5qn0bylxi3ilbp0b7i9g7x50")))) + (build-system gnu-build-system) + (arguments + '(#:make-flags '("GUILE_AUTO_COMPILE=0") + #:phases + (modify-phases %standard-phases + (add-after 'unpack 'bootstrap + (lambda _ + (zero? (system* "sh" "bootstrap")))) + (add-after 'configure 'patch-makefile + (lambda _ + ;; Install compiled Guile files in + ;; the expected place. + (substitute* '("Makefile") + (("^godir = .*$") + "godir = $(moddir)\n"))))))) + (native-inputs + `(("autoconf" ,autoconf) + ("automake" ,automake) + ("pkg-config" ,pkg-config) + ("texinfo" ,texinfo))) + (inputs + `(("guile" ,guile-2.2.2))) + (propagated-inputs + `(("guile-opengl" ,(package-with-guile-2.2 guile-opengl)) + ("guile-sdl2" ,guile-sdl2))) + (synopsis "Game development toolkit for Guile Scheme") + (description "Chickadee is a game development toolkit for Guile +Scheme. It contains all of the basic components needed to develop +2D/3D video games.") + (home-page "https://dthompson.us/projects/chickadee.html") + (license gpl3+)))) + +(package + (name "starling") + (version "0.1") + (source #f) + (build-system gnu-build-system) + (native-inputs + `(("autoconf" ,autoconf) + ("automake" ,automake) + ("pkg-config" ,pkg-config) + ("texinfo" ,texinfo))) + (inputs + `(("guile" ,guile-2.2.4))) + (propagated-inputs + `(("guile-opengl" ,(package-with-guile-2.2 guile-opengl)) + ("guile-sdl2" ,guile-sdl2) + ("chickadee" ,chickadee))) + (synopsis "Game engine for Scheme programmers") + (description "Starling is a game engine written in Guile Scheme.") + (home-page "https://dthompson.us/projects/chickadee.html") + (license gpl3+)) diff --git a/pre-inst-env.in b/pre-inst-env.in new file mode 100644 index 0000000..5727ddf --- /dev/null +++ b/pre-inst-env.in @@ -0,0 +1,29 @@ +#!/bin/sh + +# Starling Game Engine +# Copyright © 2018 David Thompson +# +# Starling 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. +# +# Starling 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 Starling. If not, see . + +abs_top_srcdir="`cd "@abs_top_srcdir@" > /dev/null; pwd`" +abs_top_builddir="`cd "@abs_top_builddir@" > /dev/null; pwd`" + +GUILE_LOAD_COMPILED_PATH="$abs_top_builddir${GUILE_LOAD_COMPILED_PATH:+:}$GUILE_LOAD_COMPILED_PATH" +GUILE_LOAD_PATH="$abs_top_builddir:$abs_top_srcdir${GUILE_LOAD_PATH:+:}:$GUILE_LOAD_PATH" +export GUILE_LOAD_COMPILED_PATH GUILE_LOAD_PATH + +PATH="$abs_top_builddir/scripts:$PATH" +export PATH + +exec "$@" diff --git a/starling/game.scm b/starling/game.scm new file mode 100644 index 0000000..b7bc5e3 --- /dev/null +++ b/starling/game.scm @@ -0,0 +1,13 @@ +(define-module (starling game) + #:use-module (oop goops) + #:use-module (starling node)) + +(define-class ()) + +(define-method (render (game )) + #t) + +(define-class <2d-game> ()) + +(define-method (render (game <2d-game>)) + (render-2d game)) diff --git a/starling/kernel.scm b/starling/kernel.scm new file mode 100644 index 0000000..caab692 --- /dev/null +++ b/starling/kernel.scm @@ -0,0 +1,256 @@ +;;; Starling Game Engine +;;; Copyright © 2018 David Thompson +;;; +;;; This program 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. +;;; +;;; This program 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 Starling. If not, see . + +;;; Commentary: +;; +;; This is the core of the game engine, the root node, that is +;; responsible for starting up the game loop and passing along render, +;; update, and input events to the other parts of the game. +;; +;;; Code: + +(define-module (starling kernel) + #:use-module (chickadee) + #:use-module (ice-9 match) + #:use-module (oop goops) + #:use-module (sdl2) + #:use-module (sdl2 events) + #:use-module (sdl2 input game-controller) + #:use-module (sdl2 input joystick) + #:use-module (sdl2 input text) + #:use-module (sdl2 mixer) + #:use-module (sdl2 video) + #:use-module (starling node) + #:export (on-quit + on-key-press + on-key-release + on-text-input + on-mouse-press + on-mouse-release + on-mouse-move + on-controller-add + on-controller-remove + on-controller-press + on-controller-release + on-controller-move + + width + height + title + fullscreen? + + window-config + update-hz + window + gl-context + boot-kernel) + #:re-export (abort-game)) + +;; Input event handler methods +(define-method (on-quit (node )) + (abort-game)) + +(define-method (on-key-press (node ) key scancode modifiers repeat?) + #t) + +(define-method (on-key-release (node ) key scancode modifiers) + #t) + +(define-method (on-text-input (node ) text) + #t) + +(define-method (on-mouse-press (node ) button clicks x y) + #t) + +(define-method (on-mouse-release (node ) button x y) + #t) + +(define-method (on-mouse-move (node ) x y x-rel y-rel buttons) + #t) + +(define-method (on-controller-add (node ) controller) + #t) + +(define-method (on-controller-remove (node ) controller) + #t) + +(define-method (on-controller-press (node ) controller button) + #t) + +(define-method (on-controller-release (node ) controller button) + #t) + +(define-method (on-controller-move controller axis value) + #t) + +(define-class () + (width #:accessor width #:init-form 640) + (height #:accessor height #:init-form 480) + (title #:accessor title #:init-form "Made with Starling Game Engine") + (fullscreen? #:accessor fullscreen? #:init-form #f)) + +(define-class () + (name #:accessor name #:init-form "starling-kernel") + (window-config #:accessor window-config #:init-form (make )) + (update-hz #:accessor update-hz #:init-form 60) + (window #:accessor window) + (gl-context #:accessor gl-context) + (controllers #:accessor controllers #:init-thunk make-hash-table)) + +(define current-kernel (make-parameter #f)) + +;; game controller bookkeeping. +(define (lookup-controller kernel joystick-id) + (hashv-ref (controllers kernel) joystick-id)) + +(define (add-controller kernel joystick-index) + (let ((controller (open-game-controller joystick-index))) + (hashv-set! (controllers kernel) + (joystick-instance-id + (game-controller-joystick controller)) + controller) + controller)) + +(define (remove-controller kernel joystick-id) + (hashv-remove! (controllers kernel) joystick-id)) + +(define (initialize-controllers kernel) + (let loop ((i 0)) + (when (< i (num-joysticks)) + (when (game-controller-index? i) + (add-controller kernel i)) + (loop (+ i 1))))) + +(define-method (update* (kernel ) dt) + (define (invert-y y) + ;; SDL's origin is the top-left, but our origin is the bottom + ;; left so we need to invert Y coordinates that SDL gives us. + (match (window-size (window kernel)) + ((_ height) + (- height y)))) + (define (process-event event) + (let ((first-child (car (children kernel)))) + (cond + ((quit-event? event) + (on-quit first-child)) + ((keyboard-down-event? event) + (on-key-press first-child + (keyboard-event-key event) + (keyboard-event-scancode event) + (keyboard-event-modifiers event) + (keyboard-event-repeat? event))) + ((keyboard-up-event? event) + (on-key-release first-child + (keyboard-event-key event) + (keyboard-event-scancode event) + (keyboard-event-modifiers event))) + ((text-input-event? event) + (on-text-input first-child + (text-input-event-text event))) + ((mouse-button-down-event? event) + (on-mouse-press first-child + (mouse-button-event-button event) + (mouse-button-event-clicks event) + (mouse-button-event-x event) + (invert-y (mouse-button-event-y event)))) + ((mouse-button-up-event? event) + (on-mouse-release first-child + (mouse-button-event-button event) + (mouse-button-event-x event) + (invert-y (mouse-button-event-y event)))) + ((mouse-motion-event? event) + (on-mouse-move first-child + (mouse-motion-event-x event) + (invert-y (mouse-motion-event-y event)) + (mouse-motion-event-x-rel event) + (- (mouse-motion-event-y-rel event)) + (mouse-motion-event-buttons event))) + ((and (controller-device-event? event) + (eq? (controller-device-event-action event) 'added)) + (let ((controller + (add-controller kernel + (controller-device-event-which event)))) + (on-controller-add first-child controller))) + ((and (controller-device-event? event) + (eq? (controller-device-event-action event) 'removed)) + (let ((controller + (lookup-controller kernel + (controller-device-event-which event)))) + (on-controller-remove first-child controller) + (remove-controller kernel (controller-device-event-which event)) + (close-game-controller controller))) + ((controller-button-down-event? event) + (let ((controller + (lookup-controller kernel + (controller-button-event-which event)))) + (on-controller-press first-child + controller + (controller-button-event-button event)))) + ((controller-button-up-event? event) + (let ((controller + (lookup-controller kernel + (controller-button-event-which event)))) + (on-controller-release first-child + controller + (controller-button-event-button event)))) + ((controller-axis-event? event) + (let ((controller + (lookup-controller kernel + (controller-axis-event-which event)))) + (on-controller-move first-child + controller + (controller-axis-event-axis event) + (/ (controller-axis-event-value event) 32768.0))))))) + ;; Process all pending events. + (let loop ((event (poll-event))) + (when event + (process-event event) + (loop (poll-event)))) + ;; Proceed with standard update procedure. + (next-method)) + +(define (boot-kernel kernel first-node) + (sdl-init) + ;; This will throw an error if any audio subsystem is unavailable, + ;; but not every audio subsystem is needed so don't crash the + ;; program over it. + (false-if-exception (mixer-init)) + (open-audio) + (start-text-input) + ;; Discover all game controllers that are already connected. New + ;; connections/disconnections will be handled by events as they occur. + (initialize-controllers kernel) + (let ((wc (window-config kernel))) + (set! (window kernel) + (make-window #:opengl? #t + #:title (title wc) + #:size (list (width wc) (height wc)) + #:fullscreen? (fullscreen? wc))) + (set! (gl-context kernel) (make-gl-context (window kernel))) + (dynamic-wind + (const #t) + (lambda () + (parameterize ((current-kernel kernel)) + (attach-to kernel first-node) + (activate kernel) + ;; TODO: Add error handler + (run-game #:update (lambda (dt) (update* kernel dt)) + #:render (lambda (alpha) (render* kernel alpha)) + #:time sdl-ticks + #:update-hz (update-hz kernel)))) + (lambda () + (deactivate kernel) + (close-window! (window kernel)))))) diff --git a/starling/node.scm b/starling/node.scm new file mode 100644 index 0000000..2d4b1c3 --- /dev/null +++ b/starling/node.scm @@ -0,0 +1,198 @@ +;;; Starling Game Engine +;;; Copyright © 2018 David Thompson +;;; +;;; This program 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. +;;; +;;; This program 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 Starling. If not, see . + +;;; Commentary: +;; +;; Base class for all game objects. +;; +;;; Code: + +(define-module (starling node) + #:use-module (chickadee scripting) + #:use-module (oop goops) + #:export ( + name + rank + parent + children + agenda + booted? + active? + on-boot + on-enter + on-exit + activate + deactivate + update + update* + render + render* + child-ref + & + attach-to + detach)) + +(define-class () + ;; 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 #:getter 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)) + +(define (for-each-child proc node) + (for-each proc (children node))) + + +;;; +;;; Life cycle event handlers +;;; + +(define-method (update (node ) dt) + "Advance simulation of NODE by the time delta DT." + #t) + +(define-method (update* (node ) dt) + "Update NODE and all of its children. DT is the amount of time +passed since the last update, in milliseconds." + ;; Update children first, recursively. + (for-each-child (lambda (child) (update* child dt)) node) + ;; Update script, then "physics" (or whatever the update method is + ;; doing). + (with-agenda (agenda node) + (update-agenda 1) + (update node dt))) + +(define-method (render (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* (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]." + (render node alpha) + (for-each-child (lambda (child) (render child alpha)) node)) + +(define-method (on-boot (node )) + "Perform initialization tasks for NODE." + #t) + +(define-method (on-enter (node )) + "Perform task now that NODE has entered the current scene." + #t) + +(define-method (on-exit (node )) + "Perform task now that NODE has left the current scene." + #t) + + +;;; +;;; Life cycle state management +;;; + +(define-method (boot (node )) + "Prepare NODE to enter the game world for the first time." + (on-boot node) + (set! (booted? node) #t)) + +(define-method (activate (node )) + "Mark NODE and all of its children as active." + ;; First time activating? We must boot! + (with-agenda (agenda node) + (unless (booted? node) (boot node)) + (set! (active? node) #t) + (on-enter node) + (for-each-child activate node))) + +(define-method (deactivate (node )) + "Mark NODE and all of its children as inactive." + (with-agenda (agenda node) + (set! (active? node) #f) + (on-exit node) + (for-each-child deactivate node))) + + +;;; +;;; Child management +;;; + +(define-method (child-ref (parent ) name) + "Return the child node of PARENT whose name is NAME." + (hash-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 (attach-to (new-parent ) . 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) + ;; If the parent is active, that means the new children + ;; must also be active. + (when (active? new-parent) + (activate child)) + (hashq-set! (children-map new-parent) (name child) child)) + new-children)) + +(define-method (detach (node )) + "Detach NODE from its parent." + (let ((p (parent node))) + (unless p + (error "node has no parent" node)) + (set! (children parent) (delq node (children parent))) + (hashq-remove! (children-map parent) (name node)) + ;; Detaching deactives the node and all of its children. + (when (active? node) + (deactivate node)) + (set! (parent node) #f))) + +(define-method (detach . nodes) + "Detach all NODES from their respective parents." + (for-each detach nodes)) -- cgit v1.2.3