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
39
source/bubel/ecs/traits.d
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39
source/bubel/ecs/traits.d
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module bubel.ecs.traits;
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import std.traits;
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bool isForeachDelegateWithTypes(DG, Types...)()
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{
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return is(DG == delegate) && is(ReturnType!DG == int) && is(Parameters!DG == Types);
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}
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unittest
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{
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assert(isForeachDelegateWithTypes!(int delegate(int, int), int, int));
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assert(isForeachDelegateWithTypes!(int delegate(ref int, ref int), int, int));
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assert(!isForeachDelegateWithTypes!(int delegate(double), int, int));
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}
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/************************************************************************************************************************
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Returns index of Component/Entity array in System's EntitiesData struct
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*/
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static long getIndexOfTypeInEntitiesData(EntitiesData, Type)()
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{
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alias EntitiesDataFields = Fields!(EntitiesData);
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long index = -1;
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foreach (fieldNum, FieldType; Fields!(EntitiesData))
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{
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static if (!isBasicType!(FieldType)) // Not basic type
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{
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// FieldType should be something like: 'const(SomeComponent)[]'
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enum bool entitiesMatches = is(Type == Unqual!(ForeachType!(FieldType)));
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static if (entitiesMatches)
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{
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index = fieldNum;
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break;
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}
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}
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}
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return index;
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}
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