1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
use std::marker::PhantomData;

use amethyst_core::specs::prelude::{
    Component, DenseVecStorage, Entity, FlaggedStorage, Read, ReadExpect, SystemData, WriteStorage,
};

use crate::{Asset, AssetStorage, Format, Handle, Loader, Progress, ProgressCounter};

pub use self::system::PrefabLoaderSystem;
pub use amethyst_core::specs::error::Error as PrefabError;

mod impls;
mod system;

/// Trait for loading a prefabs data for a single entity
pub trait PrefabData<'a> {
    /// `SystemData` needed to perform the load
    type SystemData: SystemData<'a>;

    /// The result type returned by the load operation
    type Result;

    /// Add the data for this prefab onto the given `Entity`
    ///
    /// This can also be used to load resources, the recommended way of doing so is to put the
    /// resources on the main `Entity` of the `Prefab`
    ///
    /// ### Parameters:
    ///
    /// - `entity`: `Entity` to load components on, or the root `Entity` for the resource scenario
    /// - `system_data`: `SystemData` needed to do the loading
    /// - `entities`: Some components need access to the entities that was created as part of the
    ///               full prefab, for linking purposes, so this contains all those `Entity`s.
    fn add_to_entity(
        &self,
        entity: Entity,
        system_data: &mut Self::SystemData,
        entities: &[Entity],
    ) -> Result<Self::Result, PrefabError>;

    /// Trigger asset loading for any sub assets.
    ///
    /// ### Parameters:
    ///
    /// - `progress`: Progress structure that needs to be used for tracking progress of sub loads
    /// - `system_data`: `SystemData` for the prefab
    ///
    /// ### Returns
    ///
    /// - `Err(error)` - if an `Error` occurs
    /// - `Ok(false)` - if no sub assets need loading
    /// - `Ok(true)` - if sub assets need loading, in this case the sub asset load must be added to
    ///                the given progress tracker
    ///
    /// ### Type parameters:
    ///
    /// - `P`: Progress tracker
    fn load_sub_assets(
        &mut self,
        _progress: &mut ProgressCounter,
        _system_data: &mut Self::SystemData,
    ) -> Result<bool, PrefabError> {
        Ok(false)
    }
}

/// Main `Prefab` structure, containing all data loaded in a single prefab.
///
/// Contains a list prefab data for the entities affected by the prefab. The first entry in the
/// `entities` list will be applied to the main `Entity` the `Handle` is placed on, and all other
/// entries will trigger creation of a new entity. Note that the parent index is ignored for the
/// first entry in the list.
///
/// The recommended way of loading resources is to place them on the main `Entity`.
///
/// ### Example:
///
/// If the prefab contains 3 new entities `A`, `B` and `C`, and the main `Entity` that the `Handle`
/// is placed on is `E`, and we want the graph to be `A -> E`, `B -> E`, `C -> B` (parent links),
/// the data will be as follows:
///
/// ```rust,ignore
/// Prefab {
///     entities: vec![
///         PrefabEntity { parent: None /* not used */, .. },
///         PrefabEntity { parent: Some(0), .. },
///         PrefabEntity { parent: Some(0), .. },
///         PrefabEntity { parent: Some(2), .. },
///     ],
/// }
/// ```
///
/// ### Type parameters:
///
/// - `T`: `PrefabData`
#[derive(Default, Deserialize, Serialize)]
pub struct Prefab<T> {
    #[serde(skip)]
    tag: Option<u64>,
    entities: Vec<PrefabEntity<T>>,
    #[serde(skip)]
    counter: Option<ProgressCounter>,
}

/// Prefab data container for a single entity
///
/// ### Type parameters:
///
/// - `T`: `PrefabData`
#[derive(Debug, Deserialize, Serialize)]
#[serde(default)]
pub struct PrefabEntity<T> {
    parent: Option<usize>,
    data: Option<T>,
}

impl<T> Default for PrefabEntity<T> {
    fn default() -> Self {
        PrefabEntity::new(None, None)
    }
}

impl<T> PrefabEntity<T> {
    /// New prefab entity
    pub fn new(parent: Option<usize>, data: Option<T>) -> Self {
        PrefabEntity { parent, data }
    }

    /// Set parent index
    pub fn set_parent(&mut self, parent: usize) {
        self.parent = Some(parent);
    }

    /// Set data
    pub fn set_data(&mut self, data: T) {
        self.data = Some(data);
    }

    /// Get immutable access to the data
    pub fn data(&self) -> Option<&T> {
        self.data.as_ref()
    }

    /// Get mutable access to the data
    pub fn data_mut(&mut self) -> Option<&mut T> {
        self.data.as_mut()
    }

    /// Get mutable access to the data
    ///
    /// If Option is `None`, insert a default entry
    pub fn data_or_default(&mut self) -> &mut T
    where
        T: Default,
    {
        self.data.get_or_insert_with(T::default)
    }

    /// Trigger sub asset loading for the prefab entity
    pub fn load_sub_assets<'a>(
        &mut self,
        progress: &mut ProgressCounter,
        system_data: &mut <T as PrefabData<'a>>::SystemData,
    ) -> Result<bool, PrefabError>
    where
        T: PrefabData<'a>,
    {
        if let Some(ref mut data) = self.data {
            data.load_sub_assets(progress, system_data)
        } else {
            Ok(false)
        }
    }
}

impl<T> Prefab<T> {
    /// Create new empty prefab
    pub fn new() -> Self {
        Prefab {
            tag: None,
            entities: vec![PrefabEntity::default()],
            counter: None,
        }
    }

    /// Create a prefab with data for only the main `Entity`
    pub fn new_main(data: T) -> Self {
        Prefab {
            tag: None,
            entities: vec![PrefabEntity::new(None, Some(data))],
            counter: None,
        }
    }

    /// Set main `Entity` data
    pub fn main(&mut self, data: Option<T>) {
        self.entities[0].data = data;
    }

    /// Add a new entity to the prefab, with optional data and parent.
    pub fn add(&mut self, parent: Option<usize>, data: Option<T>) -> usize {
        let index = self.entities.len();
        self.entities.push(PrefabEntity::new(parent, data));
        index
    }

    /// Number of entities in the prefab, including the main entity
    pub fn len(&self) -> usize {
        self.entities.len()
    }

    /// Create a new entity in the prefab, with no data and no parent
    pub fn new_entity(&mut self) -> usize {
        self.add(None, None)
    }

    /// Get mutable access to the `PrefabEntity` with the given index
    pub fn entity(&mut self, index: usize) -> Option<&mut PrefabEntity<T>> {
        self.entities.get_mut(index)
    }

    /// Get immutable access to all entities in the prefab
    pub fn entities(&self) -> impl Iterator<Item = &PrefabEntity<T>> {
        self.entities.iter()
    }

    /// Get mutable access to the data in the `PrefabEntity` with the given index
    ///
    /// If data is None, this will insert a default value for `T`
    ///
    /// ### Panics
    ///
    /// If the given index do not have a `PrefabEntity`
    pub fn data_or_default(&mut self, index: usize) -> &mut T
    where
        T: Default,
    {
        self.entities[index].data_or_default()
    }

    /// Check if sub asset loading have been triggered
    pub fn loading(&self) -> bool {
        self.counter.is_some()
    }

    /// Get the `ProgressCounter` for the sub asset loading.
    ///
    /// ### Panics
    ///
    /// If sub asset loading has not been triggered.
    pub fn progress(&self) -> &ProgressCounter {
        self.counter
            .as_ref()
            .expect("Sub asset loading has not been triggered")
    }

    /// Trigger sub asset loading for the asset
    pub fn load_sub_assets<'a>(
        &mut self,
        system_data: &mut <T as PrefabData<'a>>::SystemData,
    ) -> Result<bool, PrefabError>
    where
        T: PrefabData<'a>,
    {
        let mut ret = false;
        let mut progress = ProgressCounter::default();
        for entity in &mut self.entities {
            if entity.load_sub_assets(&mut progress, system_data)? {
                ret = true;
            }
        }
        self.counter = Some(progress);
        Ok(ret)
    }
}

/// Tag placed on entities created by the prefab system.
///
/// The tag value match the tag value of the `Prefab` the `Entity` was created from.
pub struct PrefabTag<T> {
    tag: u64,
    _m: PhantomData<T>,
}

impl<T> PrefabTag<T> {
    /// Create a new tag
    pub fn new(tag: u64) -> Self {
        PrefabTag {
            tag,
            _m: PhantomData,
        }
    }

    /// Get the tag
    pub fn tag(&self) -> u64 {
        self.tag
    }
}

impl<T> Component for PrefabTag<T>
where
    T: Send + Sync + 'static,
{
    type Storage = DenseVecStorage<Self>;
}

impl<T> Asset for Prefab<T>
where
    T: Send + Sync + 'static,
{
    const NAME: &'static str = "PREFAB";
    type Data = Self;
    type HandleStorage = FlaggedStorage<Handle<Self>, DenseVecStorage<Handle<Self>>>;
}

/// Convenience `PrefabData` for loading assets of type `A` using `Format` `F`.
///
/// Will add a `Handle<A>` to the `Entity`
///
/// ### Type parameters:
///
/// - `A`: `Asset`,
/// - `F`: `Format` for loading `A`
#[derive(Clone, Deserialize, Serialize)]
pub enum AssetPrefab<A, F>
where
    A: Asset,
    F: Format<A>,
{
    /// From existing handle
    #[serde(skip)]
    Handle(Handle<A>),

    /// From file, (name, format, format options)
    File(String, F, F::Options),
}

impl<'a, A, F> PrefabData<'a> for AssetPrefab<A, F>
where
    A: Asset,
    F: Format<A> + Clone,
    F::Options: Clone,
{
    type SystemData = (
        ReadExpect<'a, Loader>,
        WriteStorage<'a, Handle<A>>,
        Read<'a, AssetStorage<A>>,
    );

    type Result = Handle<A>;

    fn add_to_entity(
        &self,
        entity: Entity,
        system_data: &mut Self::SystemData,
        _: &[Entity],
    ) -> Result<Handle<A>, PrefabError> {
        let handle = match *self {
            AssetPrefab::Handle(ref handle) => handle.clone(),
            AssetPrefab::File(..) => unreachable!(),
        };
        system_data.1.insert(entity, handle.clone()).map(|_| handle)
    }

    fn load_sub_assets(
        &mut self,
        progress: &mut ProgressCounter,
        system_data: &mut Self::SystemData,
    ) -> Result<bool, PrefabError> {
        let handle = if let AssetPrefab::File(ref name, ref format, ref options) = *self {
            Some(system_data.0.load(
                name.as_ref(),
                format.clone(),
                options.clone(),
                progress,
                &system_data.2,
            ))
        } else {
            None
        };
        if let Some(handle) = handle {
            *self = AssetPrefab::Handle(handle);
            Ok(true)
        } else {
            Ok(false)
        }
    }
}

/// Helper structure for loading prefabs.
///
/// The recommended way of using this from `State`s is to use `world.exec`.
///
/// ### Example
///
/// ```rust,ignore
/// let prefab_handle = world.exec(|loader: PrefabLoader<SomePrefab>| {
///     loader.load("prefab.ron", RonFormat, (), ()
/// });
/// ```
#[derive(SystemData)]
pub struct PrefabLoader<'a, T>
where
    T: Send + Sync + 'static,
{
    loader: ReadExpect<'a, Loader>,
    storage: Read<'a, AssetStorage<Prefab<T>>>,
}

impl<'a, T> PrefabLoader<'a, T>
where
    T: Send + Sync + 'static,
{
    /// Load prefab from source
    pub fn load<F, N, P>(
        &self,
        name: N,
        format: F,
        options: F::Options,
        progress: P,
    ) -> Handle<Prefab<T>>
    where
        F: Format<Prefab<T>>,
        N: Into<String>,
        P: Progress,
    {
        self.loader
            .load(name, format, options, progress, &self.storage)
    }

    /// Load prefab from explicit data
    pub fn load_from_data<P>(&self, data: Prefab<T>, progress: P) -> Handle<Prefab<T>>
    where
        P: Progress,
    {
        self.loader.load_from_data(data, progress, &self.storage)
    }
}

#[cfg(test)]
mod tests {
    use std::sync::Arc;

    use rayon::ThreadPoolBuilder;

    use amethyst_core::{
        specs::{Builder, RunNow, World},
        GlobalTransform, Time, Transform,
    };

    use crate::Loader;

    use super::*;

    type MyPrefab = Transform;

    #[test]
    fn test_prefab_load() {
        let mut world = World::new();
        let pool = Arc::new(ThreadPoolBuilder::default().build().unwrap());
        world.add_resource(pool.clone());
        world.add_resource(Loader::new(".", pool));
        world.add_resource(Time::default());
        let mut system = PrefabLoaderSystem::<MyPrefab>::default();
        RunNow::setup(&mut system, &mut world.res);

        let prefab = Prefab::new_main(Transform::default());

        let handle = world.read_resource::<Loader>().load_from_data(
            prefab,
            (),
            &world.read_resource::<AssetStorage<Prefab<MyPrefab>>>(),
        );
        let root_entity = world.create_entity().with(handle).build();
        system.run_now(&world.res);
        assert_eq!(
            Some(&Transform::default()),
            world.read_storage().get(root_entity)
        );
        assert!(world
            .read_storage::<GlobalTransform>()
            .get(root_entity)
            .is_some());
    }
}