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use amethyst_assets::{Format, PrefabData, ProgressCounter};
use amethyst_controls::ControlTagPrefab;
use amethyst_core::specs::error::Error;
use amethyst_core::specs::prelude::Entity;
use amethyst_core::Transform;
use amethyst_renderer::{CameraPrefab, GraphicsPrefab, InternalShape, LightPrefab, Mesh, MeshData,
ObjFormat, TextureFormat};
use serde::de::DeserializeOwned;
use serde::Serialize;
#[derive(Deserialize, Serialize)]
#[serde(default)]
pub struct BasicScenePrefab<V, M = ObjFormat>
where
M: Format<Mesh>,
M::Options: DeserializeOwned + Serialize,
{
graphics: Option<GraphicsPrefab<V, M, TextureFormat>>,
transform: Option<Transform>,
light: Option<LightPrefab>,
camera: Option<CameraPrefab>,
control_tag: Option<ControlTagPrefab>,
}
impl<V, M> Default for BasicScenePrefab<V, M>
where
M: Format<Mesh>,
M::Options: DeserializeOwned + Serialize,
{
fn default() -> Self {
BasicScenePrefab {
graphics: None,
transform: None,
light: None,
camera: None,
control_tag: None,
}
}
}
impl<'a, V, M> PrefabData<'a> for BasicScenePrefab<V, M>
where
M: Format<Mesh> + Clone,
M::Options: DeserializeOwned + Serialize + Clone,
V: From<InternalShape> + Into<MeshData>,
{
type SystemData = (
<GraphicsPrefab<V, M, TextureFormat> as PrefabData<'a>>::SystemData,
<Transform as PrefabData<'a>>::SystemData,
<LightPrefab as PrefabData<'a>>::SystemData,
<CameraPrefab as PrefabData<'a>>::SystemData,
<ControlTagPrefab as PrefabData<'a>>::SystemData,
);
type Result = ();
fn load_prefab(
&self,
entity: Entity,
system_data: &mut Self::SystemData,
entities: &[Entity],
) -> Result<(), Error> {
let (ref mut graphics, ref mut transforms, ref mut lights, ref mut cameras, ref mut tags) =
system_data;
self.graphics.load_prefab(entity, graphics, entities)?;
self.transform.load_prefab(entity, transforms, entities)?;
self.light.load_prefab(entity, lights, entities)?;
self.camera.load_prefab(entity, cameras, entities)?;
self.control_tag.load_prefab(entity, tags, entities)?;
Ok(())
}
fn trigger_sub_loading(
&mut self,
progress: &mut ProgressCounter,
system_data: &mut Self::SystemData,
) -> Result<bool, Error> {
let mut ret = false;
let (ref mut graphics, ref mut transforms, ref mut lights, ref mut cameras, ref mut tags) =
system_data;
if self.graphics.trigger_sub_loading(progress, graphics)? {
ret = true;
}
if self.transform.trigger_sub_loading(progress, transforms)? {
ret = true;
}
if self.light.trigger_sub_loading(progress, lights)? {
ret = true;
}
if self.camera.trigger_sub_loading(progress, cameras)? {
ret = true;
}
if self.control_tag.trigger_sub_loading(progress, tags)? {
ret = true;
}
Ok(ret)
}
}