Common update:
-added multiple new function to allocate template and add entity -updated README.md (complete initial version) -empty components now don't take memory -fixedd small bug with TestRunner -added many new tests (HashMap, Vector, EntityMeta, ...) -added default hashing function to HashMap -fixed critical bug with adding entities -fixed small bug with adding entity with remplacement components -added asserts into code to better bug detection -small performance improvement for events -added ComponentRef structure which contain data pointer and componentID -remove EntityID from Event structure -now events are handled before removing entiteis -fixed GDC compilation -fixed rendering of rotated sprites -added weapons as separate entities to space ship and others -added Tower enemy to SpaceInvaders demo -added Boss to SpaceInvaders demo (boss has four tower attached to it) -Boss towers shoot multiple bullets upon death -fixed critical bug with demos switching -fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback -added animation support -added particles sypport and particles for firing and explostions, and more -multithreaded rendering now has same rendering order as singlethreaded -application automaticallu detect host CPU threads count -added upgrades to SPaceInvaders demo -fixed texture memory freeing -improved documentation -improved multithreaded performance -improve shader code -fixed registration issue -some additional performance improvements -added depth and colors to rendering parameters -jobs now has names corresponding to their systems -change execute() -> willExecute() -added EntityMeta structure to speedup getting fetching components form entity -improved multithreading rendering -added possibility tio change number of threads runtime -added bullets collision detection in SpaceInvaders demo -some CI changes -added VBO batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build -added many new sprites to atlas -fixed critical bug with CPU usage in multithreaded mode -snake render tile coresponding to body part -snake is destroyed after collision and emit some particles -added some functionality to vectors -fixed documentation issue in Manager.d -more minor code changes and cleanup
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62 changed files with 5918 additions and 1673 deletions
77
source/bubel/ecs/simple_vector.d
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77
source/bubel/ecs/simple_vector.d
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module bubel.ecs.simple_vector;
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import bubel.ecs.std;
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//import core.stdc.string;
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/************************************************************************************************************************
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Vector for byte data. Simpler than standard template-based implementation designed for better performance. \
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Rellocates 1024 elements at once instead of doubling size.
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*/
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struct SimpleVector
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{
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@disable this(this);
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///Add element to vector
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void add(ubyte el) nothrow @nogc
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{
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while (used >= data.length)
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{
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if (data is null)
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data = Mallocator.makeArray!ubyte(1024);
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else
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data = Mallocator.expandArray(data, data.length);
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}
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data[used++] = el;
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}
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///Add array of elements to vector
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void add(ubyte[] el) nothrow @nogc
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{
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while (used + el.length >= data.length)
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{
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if (data is null)
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data = Mallocator.makeArray!ubyte(1024);
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else
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data = Mallocator.expandArray(data, data.length);
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}
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memcpy(data.ptr + used, el.ptr, el.length);
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used += el.length;
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}
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///Return vector length
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size_t length() nothrow @nogc
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{
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return used;
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}
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export ref ubyte opIndex(size_t pos) nothrow @nogc
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{
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return data[pos];
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}
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export ubyte[] opSlice() nothrow @nogc
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{
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return data[0 .. used];
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}
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export ubyte[] opSlice(size_t x, size_t y) nothrow @nogc
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{
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return data[x .. y];
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}
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export size_t opDollar() nothrow @nogc
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{
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return used;
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}
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///set vector length to 0
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void clear() nothrow @nogc
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{
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used = 0;
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}
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ubyte[] data = null;
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size_t used = 0;
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}
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