acdream/src/AcDream.App/Composition/GameWindowCompositionPipeline.cs

279 lines
12 KiB
C#

namespace AcDream.App.Composition;
internal interface IHostInputCameraCompositionPhase<in TPlatform, out TResult>
{
TResult Compose(TPlatform platform);
}
internal interface IContentEffectsAudioCompositionPhase<in TPlatform, in THost, out TResult>
{
TResult Compose(TPlatform platform, THost host);
}
internal interface ISettingsDevToolsCompositionPhase<in TPlatform, in THost, in TContent, out TResult>
{
TResult Compose(TPlatform platform, THost host, TContent content);
}
internal interface IWorldRenderCompositionPhase<in TPlatform, in TContent, in TSettings, out TResult>
{
TResult Compose(TPlatform platform, TContent content, TSettings settings);
}
internal interface IInteractionUiCompositionPhase<in TPlatform, in THost, in TContent, in TSettings, in TWorld, out TResult>
{
TResult Compose(TPlatform platform, THost host, TContent content, TSettings settings, TWorld world);
}
internal interface ILivePresentationCompositionPhase<in TPlatform, in THost, in TContent, in TSettings, in TWorld, in TInteraction, out TResult>
{
TResult Compose(
TPlatform platform,
THost host,
TContent content,
TSettings settings,
TWorld world,
TInteraction interaction);
}
internal interface ISessionPlayerCompositionPhase<in THost, in TContent, in TSettings, in TWorld, in TInteraction, in TLive, out TResult>
{
TResult Compose(
THost host,
TContent content,
TSettings settings,
TWorld world,
TInteraction interaction,
TLive live);
}
internal interface IFrameRootCompositionPhase<in TPlatform, in THost, in TContent, in TSettings, in TWorld, in TInteraction, in TLive, in TSession, out TResult>
{
TResult Compose(
TPlatform platform,
THost host,
TContent content,
TSettings settings,
TWorld world,
TInteraction interaction,
TLive live,
TSession session);
}
internal interface ISessionStartCompositionPhase<in TFrame>
{
void Start(TFrame frame);
}
/// <summary>
/// Synchronous production entry point for the fixed composition topology.
/// The delegates exist only for the duration of <see cref="Run"/>; this lets
/// the native host remain the write-only publication shell without retaining
/// it in any phase owner.
/// </summary>
internal static class GameWindowCompositionPipeline
{
public static void Run<
TPlatform,
THost,
TContent,
TSettings,
TWorld,
TInteraction,
TLive,
TSession,
TFrame>(
TPlatform platform,
Func<TPlatform, THost> host,
Func<TPlatform, THost, TContent> content,
Func<TPlatform, THost, TContent, TSettings> settings,
Func<TPlatform, TContent, TSettings, TWorld> world,
Func<TPlatform, THost, TContent, TSettings, TWorld, TInteraction> interaction,
Func<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive> live,
Func<THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession> session,
Func<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> frame,
Action<TFrame> start)
{
new GameWindowCompositionPipeline<
TPlatform,
THost,
TContent,
TSettings,
TWorld,
TInteraction,
TLive,
TSession,
TFrame>(
new HostPhase<TPlatform, THost>(host),
new ContentPhase<TPlatform, THost, TContent>(content),
new SettingsPhase<TPlatform, THost, TContent, TSettings>(settings),
new WorldPhase<TPlatform, TContent, TSettings, TWorld>(world),
new InteractionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction>(interaction),
new LivePhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive>(live),
new SessionPhase<THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession>(session),
new FramePhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TFrame>(frame),
new StartPhase<TFrame>(start))
.Run(platform);
}
private sealed class HostPhase<TPlatform, TResult>(
Func<TPlatform, TResult> compose)
: IHostInputCameraCompositionPhase<TPlatform, TResult>
{
public TResult Compose(TPlatform platform) => compose(platform);
}
private sealed class ContentPhase<TPlatform, THost, TResult>(
Func<TPlatform, THost, TResult> compose)
: IContentEffectsAudioCompositionPhase<TPlatform, THost, TResult>
{
public TResult Compose(TPlatform platform, THost host) => compose(platform, host);
}
private sealed class SettingsPhase<TPlatform, THost, TContent, TResult>(
Func<TPlatform, THost, TContent, TResult> compose)
: ISettingsDevToolsCompositionPhase<TPlatform, THost, TContent, TResult>
{
public TResult Compose(TPlatform platform, THost host, TContent content) =>
compose(platform, host, content);
}
private sealed class WorldPhase<TPlatform, TContent, TSettings, TResult>(
Func<TPlatform, TContent, TSettings, TResult> compose)
: IWorldRenderCompositionPhase<TPlatform, TContent, TSettings, TResult>
{
public TResult Compose(TPlatform platform, TContent content, TSettings settings) =>
compose(platform, content, settings);
}
private sealed class InteractionPhase<TPlatform, THost, TContent, TSettings, TWorld, TResult>(
Func<TPlatform, THost, TContent, TSettings, TWorld, TResult> compose)
: IInteractionUiCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TResult>
{
public TResult Compose(
TPlatform platform,
THost host,
TContent content,
TSettings settings,
TWorld world) => compose(platform, host, content, settings, world);
}
private sealed class LivePhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TResult>(
Func<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TResult> compose)
: ILivePresentationCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TResult>
{
public TResult Compose(
TPlatform platform,
THost host,
TContent content,
TSettings settings,
TWorld world,
TInteraction interaction) =>
compose(platform, host, content, settings, world, interaction);
}
private sealed class SessionPhase<THost, TContent, TSettings, TWorld, TInteraction, TLive, TResult>(
Func<THost, TContent, TSettings, TWorld, TInteraction, TLive, TResult> compose)
: ISessionPlayerCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction, TLive, TResult>
{
public TResult Compose(
THost host,
TContent content,
TSettings settings,
TWorld world,
TInteraction interaction,
TLive live) => compose(host, content, settings, world, interaction, live);
}
private sealed class FramePhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TResult>(
Func<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TResult> compose)
: IFrameRootCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TResult>
{
public TResult Compose(
TPlatform platform,
THost host,
TContent content,
TSettings settings,
TWorld world,
TInteraction interaction,
TLive live,
TSession session) =>
compose(platform, host, content, settings, world, interaction, live, session);
}
private sealed class StartPhase<TFrame>(Action<TFrame> start)
: ISessionStartCompositionPhase<TFrame>
{
public void Start(TFrame frame) => start(frame);
}
}
/// <summary>
/// Fixed startup topology. It intentionally retains no cumulative context or
/// final runtime graph; immutable phase results exist only as locals during
/// one composition run.
/// </summary>
internal sealed class GameWindowCompositionPipeline<
TPlatform,
THost,
TContent,
TSettings,
TWorld,
TInteraction,
TLive,
TSession,
TFrame>
{
private readonly IHostInputCameraCompositionPhase<TPlatform, THost> _host;
private readonly IContentEffectsAudioCompositionPhase<TPlatform, THost, TContent> _content;
private readonly ISettingsDevToolsCompositionPhase<TPlatform, THost, TContent, TSettings> _settings;
private readonly IWorldRenderCompositionPhase<TPlatform, TContent, TSettings, TWorld> _world;
private readonly IInteractionUiCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction> _interaction;
private readonly ILivePresentationCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive> _live;
private readonly ISessionPlayerCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession> _session;
private readonly IFrameRootCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> _frame;
private readonly ISessionStartCompositionPhase<TFrame> _start;
public GameWindowCompositionPipeline(
IHostInputCameraCompositionPhase<TPlatform, THost> host,
IContentEffectsAudioCompositionPhase<TPlatform, THost, TContent> content,
ISettingsDevToolsCompositionPhase<TPlatform, THost, TContent, TSettings> settings,
IWorldRenderCompositionPhase<TPlatform, TContent, TSettings, TWorld> world,
IInteractionUiCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction> interaction,
ILivePresentationCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive> live,
ISessionPlayerCompositionPhase<THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession> session,
IFrameRootCompositionPhase<TPlatform, THost, TContent, TSettings, TWorld, TInteraction, TLive, TSession, TFrame> frame,
ISessionStartCompositionPhase<TFrame> start)
{
_host = host ?? throw new ArgumentNullException(nameof(host));
_content = content ?? throw new ArgumentNullException(nameof(content));
_settings = settings ?? throw new ArgumentNullException(nameof(settings));
_world = world ?? throw new ArgumentNullException(nameof(world));
_interaction = interaction ?? throw new ArgumentNullException(nameof(interaction));
_live = live ?? throw new ArgumentNullException(nameof(live));
_session = session ?? throw new ArgumentNullException(nameof(session));
_frame = frame ?? throw new ArgumentNullException(nameof(frame));
_start = start ?? throw new ArgumentNullException(nameof(start));
}
public void Run(TPlatform platform)
{
THost host = _host.Compose(platform);
TContent content = _content.Compose(platform, host);
TSettings settings = _settings.Compose(platform, host, content);
TWorld world = _world.Compose(platform, content, settings);
TInteraction interaction = _interaction.Compose(platform, host, content, settings, world);
TLive live = _live.Compose(platform, host, content, settings, world, interaction);
TSession session = _session.Compose(host, content, settings, world, interaction, live);
TFrame frame = _frame.Compose(
platform,
host,
content,
settings,
world,
interaction,
live,
session);
_start.Start(frame);
}
}