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hud_display_builder.go
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/
hud_display_builder.go
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package opengl
import (
"errors"
"github.com/xmn-services/buckets-network/domain/memory/worlds/scenes/huds/displays"
)
type hudDisplayBuilder struct {
programBuilder ProgramBuilder
cameraBuilder CameraBuilder
materialBuilder MaterialBuilder
display displays.Display
}
func createHudDisplayBuilder(
programBuilder ProgramBuilder,
cameraBuilder CameraBuilder,
materialBuilder MaterialBuilder,
) HudDisplayBuilder {
out := hudDisplayBuilder{
programBuilder: programBuilder,
cameraBuilder: cameraBuilder,
materialBuilder: materialBuilder,
}
return &out
}
// Create initializes the builder
func (app *hudDisplayBuilder) Create() HudDisplayBuilder {
return createHudDisplayBuilder(app.programBuilder, app.cameraBuilder, app.materialBuilder)
}
// WithDisplay adds a display to the builder
func (app *hudDisplayBuilder) WithDisplay(display displays.Display) HudDisplayBuilder {
app.display = display
return app
}
// Now builds a new HudDisplay instance
func (app *hudDisplayBuilder) Now() (HudDisplay, error) {
if app.display == nil {
return nil, errors.New("the display is mandatory in order to build a HudDisplay instance")
}
domainCamera := app.display.Camera()
cam, err := app.cameraBuilder.Create().WithCamera(domainCamera).Now()
if err != nil {
return nil, err
}
id := app.display.ID()
index := app.display.Index()
viewport := app.display.Viewport()
if app.display.HasMaterial() {
domainMat := app.display.Material()
mat, err := app.materialBuilder.Create().WithMaterial(domainMat).Now()
if err != nil {
return nil, err
}
return createHudDisplayWithMaterial(id, index, viewport, cam, mat), nil
}
return createHudDisplay(id, index, viewport, cam), nil
}