mirror of https://github.com/flutter/pinball.git
feat: allow targeting fixtures in `ContactBehavior` (#263)
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@ -1,95 +1,105 @@
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import 'package:flame/components.dart';
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import 'package:flame/components.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/material.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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import 'package:pinball_flame/pinball_flame.dart';
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/// Appends a new [ContactCallbacks] to the parent.
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/// Appends a new [ContactCallbacks] to the parent.
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///
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///
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/// This is a convenience class for adding a [ContactCallbacks] to the parent.
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/// This is a convenience class for adding a [ContactCallbacks] to the parent.
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/// In constract with just adding a [ContactCallbacks] to the parent's body
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/// In contrast with just assigning a [ContactCallbacks] to a userData, this
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/// userData, this class respects the previous [ContactCallbacks] in the
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/// class respects the previous userData.
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/// parent's body userData, if any. Hence, it avoids overriding any previous
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/// [ContactCallbacks] in the parent.
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///
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///
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/// It does so by grouping the [ContactCallbacks] in a [_ContactCallbacksGroup],
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/// It does so by grouping the userData in a [_UserData], and resetting the
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/// and resetting the parent's userData accordingly.
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/// parent's userData accordingly.
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// TODO(alestiago): Make use of generics to infer the type of the contact.
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// TODO(alestiago): Make use of generics to infer the type of the contact.
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// https://github.com/VGVentures/pinball/pull/234#discussion_r859182267
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// https://github.com/VGVentures/pinball/pull/234#discussion_r859182267
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// TODO(alestiago): Consider if there is a need to support adjusting a fixture's
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// userData.
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class ContactBehavior<T extends BodyComponent> extends Component
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class ContactBehavior<T extends BodyComponent> extends Component
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with ContactCallbacks, ParentIsA<T> {
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with ContactCallbacks, ParentIsA<T> {
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final _fixturesUserData = <Object>{};
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/// Specifies which fixtures should be considered for contact.
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///
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/// Fixtures are identifiable by their userData.
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///
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/// If no fixtures are specified, the [ContactCallbacks] is applied to the
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/// entire body, hence all fixtures are considered.
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void applyTo(Iterable<Object> userData) => _fixturesUserData.addAll(userData);
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@override
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@override
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@mustCallSuper
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Future<void> onLoad() async {
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Future<void> onLoad() async {
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final userData = parent.body.userData;
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if (_fixturesUserData.isNotEmpty) {
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if (userData is _ContactCallbacksGroup) {
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for (final fixture in _targetedFixtures) {
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userData.addContactCallbacks(this);
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fixture.userData = _UserData.fromFixture(fixture)..add(this);
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} else if (userData is ContactCallbacks) {
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}
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final contactCallbacksGroup = _ContactCallbacksGroup()
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..addContactCallbacks(userData)
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..addContactCallbacks(this);
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parent.body.userData = contactCallbacksGroup;
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} else {
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} else {
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parent.body.userData = this;
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parent.body.userData = _UserData.fromBody(parent.body)..add(this);
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}
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}
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}
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}
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Iterable<Fixture> get _targetedFixtures =>
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parent.body.fixtures.where((fixture) {
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if (_fixturesUserData.contains(fixture.userData)) return true;
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final userData = fixture.userData;
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if (userData is _UserData) {
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return _fixturesUserData.contains(userData.value);
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}
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return false;
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});
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}
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}
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class _ContactCallbacksGroup implements ContactCallbacks {
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class _UserData with ContactCallbacks {
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final List<ContactCallbacks> _contactCallbacks = [];
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_UserData._(Object? userData) : _userData = [userData];
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factory _UserData._fromUserData(Object? userData) {
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if (userData is _UserData) return userData;
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return _UserData._(userData);
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}
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factory _UserData.fromFixture(Fixture fixture) =>
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_UserData._fromUserData(fixture.userData);
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factory _UserData.fromBody(Body body) =>
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_UserData._fromUserData(body.userData);
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final List<Object?> _userData;
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Iterable<ContactCallbacks> get _contactCallbacks =>
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_userData.whereType<ContactCallbacks>();
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Object? get value => _userData.first;
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void add(Object? userData) => _userData.add(userData);
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@override
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@override
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@mustCallSuper
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void beginContact(Object other, Contact contact) {
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void beginContact(Object other, Contact contact) {
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onBeginContact?.call(other, contact);
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super.beginContact(other, contact);
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for (final callback in _contactCallbacks) {
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for (final callback in _contactCallbacks) {
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callback.beginContact(other, contact);
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callback.beginContact(other, contact);
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}
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}
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}
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}
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@override
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@override
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@mustCallSuper
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void endContact(Object other, Contact contact) {
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void endContact(Object other, Contact contact) {
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onEndContact?.call(other, contact);
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super.endContact(other, contact);
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for (final callback in _contactCallbacks) {
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for (final callback in _contactCallbacks) {
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callback.endContact(other, contact);
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callback.endContact(other, contact);
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}
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}
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}
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}
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@override
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@override
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@mustCallSuper
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void preSolve(Object other, Contact contact, Manifold oldManifold) {
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void preSolve(Object other, Contact contact, Manifold oldManifold) {
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onPreSolve?.call(other, contact, oldManifold);
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super.preSolve(other, contact, oldManifold);
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for (final callback in _contactCallbacks) {
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for (final callback in _contactCallbacks) {
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callback.preSolve(other, contact, oldManifold);
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callback.preSolve(other, contact, oldManifold);
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}
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}
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}
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}
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@override
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@override
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@mustCallSuper
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void postSolve(Object other, Contact contact, ContactImpulse impulse) {
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void postSolve(Object other, Contact contact, ContactImpulse impulse) {
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onPostSolve?.call(other, contact, impulse);
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super.postSolve(other, contact, impulse);
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for (final callback in _contactCallbacks) {
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for (final callback in _contactCallbacks) {
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callback.postSolve(other, contact, impulse);
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callback.postSolve(other, contact, impulse);
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}
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}
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}
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}
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void addContactCallbacks(ContactCallbacks callback) {
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_contactCallbacks.add(callback);
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}
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@override
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void Function(Object other, Contact contact)? onBeginContact;
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@override
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void Function(Object other, Contact contact)? onEndContact;
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@override
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void Function(Object other, Contact contact, ContactImpulse impulse)?
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onPostSolve;
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@override
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void Function(Object other, Contact contact, Manifold oldManifold)?
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onPreSolve;
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}
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}
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