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use std::cmp::Ordering;
use macroquad::{
experimental::{
collections::storage,
scene::{Handle, Node, RefMut},
},
prelude::*,
};
use crate::{math::Circle, physics::Collider, render::Viewport};
pub enum Bounds {
Point(Vec2),
Rectangle(Rect),
Circle(Circle),
Collider(Collider),
}
pub trait BufferedDraw: Node {
fn buffered_draw(&mut self);
fn get_z_index(&self) -> f32;
fn get_bounds(&self) -> Bounds;
fn is_in_frustum(&self, frustum: &Rect) -> bool {
match self.get_bounds() {
Bounds::Point(vec) => frustum.contains(vec),
Bounds::Rectangle(rect) => frustum.overlaps(&rect),
Bounds::Circle(circle) => circle.overlaps_rect(frustum),
Bounds::Collider(collider) => collider.overlaps_rect(frustum),
}
}
}
pub struct DrawBuffer<T: 'static + BufferedDraw> {
pub buffered: Vec<Handle<T>>,
}
impl<T: 'static + BufferedDraw> DrawBuffer<T> {
pub fn new() -> Self {
Default::default()
}
pub fn add_node() -> Handle<Self> {
scene::add_node(Self::new())
}
}
impl<T: 'static + BufferedDraw> Node for DrawBuffer<T> {
fn draw(mut node: RefMut<Self>) {
node.buffered.sort_by(|a, b| {
if let Some(a) = scene::try_get_node(*a) {
if let Some(b) = scene::try_get_node(*b) {
return a.get_z_index().partial_cmp(&b.get_z_index()).unwrap();
}
}
Ordering::Equal
});
let viewport = storage::get::<Viewport>();
let frustum = viewport.get_frustum();
node.buffered.drain_filter(|handle| {
if let Some(mut buffered) = scene::try_get_node(*handle) {
if buffered.is_in_frustum(&frustum) {
buffered.buffered_draw();
}
return false;
}
true
});
}
}
impl<T: 'static + BufferedDraw> Default for DrawBuffer<T> {
fn default() -> Self {
DrawBuffer {
buffered: Vec::new(),
}
}
}