Add scene system and update example
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3 changed files with 197 additions and 115 deletions
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@ -293,7 +293,7 @@
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;; Event bus interface
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(export register-event-bus remove-event-bus fetch-event-bus
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push-event peek-event pop-event)
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clear-event-bus push-event peek-event pop-event)
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;; Register a new event bus
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(define (register-event-bus name)
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@ -315,6 +315,18 @@
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name)
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#f))
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(define (clear-event-bus name)
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(assert (symbol? name))
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(let ((event-bus (fetch-event-bus name)))
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(if event-bus
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(begin
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(for-each
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(lambda (key)
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(hash-table-delete! event-bus key))
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(hash-table-keys event-bus))
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#t)
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#f)))
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;; Fetch an event bus by name, or #f if it doesn't exist
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(define (fetch-event-bus name)
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(assert (symbol? name))
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@ -366,7 +378,7 @@
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(key key-press-key))
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;; Add a new action to the input actions alist
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(export register-action)
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(export register-action push-actions)
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(define (register-action name type . data)
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(assert (symbol? name))
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(assert (member type '(key-press)))
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@ -378,22 +390,22 @@
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input-actions)))
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;; Default global system for simple input management
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(add-system
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(make-system
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'push-actions
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0
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'global
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'()
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(lambda ()
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(for-each
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(lambda (action)
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(cond
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((key-press? (cdr action))
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(when (key-pressed? (key-press-key (cdr action)))
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(push-event 'input
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(car action)
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(cdr action))))))
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input-actions))))
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(define push-actions
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(make-system
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'push-actions
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0
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'global
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'()
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(lambda ()
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(for-each
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(lambda (action)
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(cond
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((key-press? (cdr action))
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(when (key-pressed? (key-press-key (cdr action)))
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(push-event 'input
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(car action)
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(cdr action))))))
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input-actions))))
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;; Render queue exports
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(export register-render-queue push-render-object evaluate-render-queue)
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42
engine/scene.scm
Normal file
42
engine/scene.scm
Normal file
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@ -0,0 +1,42 @@
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(module (engine scene) ()
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(import scheme
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(chicken base)
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(chicken module)
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(engine core)
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(srfi 1)
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(srfi 99))
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;; This is just for easier serialization
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(define-record-type <entity>
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(make-entity name components)
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entity?
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(name entity-name)
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(components entity-components))
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(export entity named-entity)
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(define (entity . components)
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(apply make-entity (cons '() (list components))))
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(define (named-entity name . components)
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(apply make-entity (cons name (list components))))
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(export scene)
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;; Every element of items here is either an entity record or system
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(define (scene . items)
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(lambda ()
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(clear-world)
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(clear-systems)
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(clear-event-bus 'input)
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(for-each
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(lambda (entity)
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(if (null? (entity-name entity))
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(apply create-entity (entity-components entity))
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(apply create-named-entity (cons (entity-name entity)
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(entity-components entity)))))
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(filter entity? items))
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(for-each
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(lambda (system)
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(add-system system))
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(filter system? items))))
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)
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