Stage 2: render pipeline and UI toolkit over gpu/platform. Stage 3: schema registry, asset pipeline + runtime loader, scene graph and ECS. Stage 4: editor — docking, inspector, scene/game views, play mode, asset browser, console, profiler; 4.5 adds the 3D foundation (mixed 2D/3D spaces, meshes, depth). Stage 5: Aego Script — compiler (lexer/parser/types/resolver/checker/asm/compiler), bytecode with verifier and register VM, instance runtime, stdlib, native bindings, and editor/CLI integration (aego run/edit/check/test/dump).
32 lines
803 B
Go
32 lines
803 B
Go
package scene
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import (
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"unsafe"
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"aego/core/errs"
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"aego/schema"
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)
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type Overlay interface {
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Bag(s *Scene, h NodeHandle, td *schema.TypeDescriptor) (unsafe.Pointer, bool)
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}
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func (t *Types) SetOverlay(o Overlay) {
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t.overlay = o
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}
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func (s *Scene) target(h NodeHandle, t schema.TypeID) (unsafe.Pointer, *schema.TypeDescriptor, error) {
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if st, ok := s.storesByID[t]; ok {
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if p, ok := st.pointer(h); ok {
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return p, st.descriptor(), nil
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}
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return nil, nil, errs.New(errs.SceneNoComponent, "node does not have this component")
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}
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if td, ok := s.registry.ByID(t); ok && td.Kind == schema.TypeScript && s.types.overlay != nil {
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if p, ok := s.types.overlay.Bag(s, h, td); ok {
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return p, td, nil
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}
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}
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return nil, nil, errs.New(errs.SceneNoComponent, "node does not have this component")
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}
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