Demos update

-added functionality to detect host CPU threads count
-fixed some memory leaks
-now textures free memory corectly
-added support for up to 32 threads
This commit is contained in:
Mergul 2020-05-13 15:34:24 +02:00
parent dd491302af
commit 3647fa4b86
6 changed files with 98 additions and 16 deletions

View file

@ -90,6 +90,16 @@ struct Snake
MapElement[map_size * map_size] map;
~this() @nogc nothrow
{
if(snake_destroy_particle_frames)Mallocator.dispose(snake_destroy_particle_frames);
if(smoke_frames)Mallocator.dispose(smoke_frames);
if(apple_tmpl)launcher.manager.freeTemplate(apple_tmpl);
if(snake_tmpl)launcher.manager.freeTemplate(snake_tmpl);
if(snake_destroy_particle)launcher.manager.freeTemplate(snake_destroy_particle);
texture.destory();
}
MapElement element(ivec2 pos)
{
uint index = pos.x + pos.y * map_size;
@ -805,9 +815,9 @@ void snakeStart()
snake.addApple();
}
launcher.gui_manager.addTemplate(snake.snake_tmpl, "Snake");
launcher.gui_manager.addTemplate(snake.apple_tmpl, "Apple");
launcher.gui_manager.addTemplate(snake.snake_destroy_particle, "Particle");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(snake.snake_tmpl), "Snake");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(snake.apple_tmpl), "Apple");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(snake.snake_destroy_particle), "Particle");
MoveSystem* move_system = launcher.manager.getSystem!MoveSystem();
move_system.setTemplates();

View file

@ -48,6 +48,10 @@ struct SpaceInvaders
~this() @nogc nothrow
{
if(shoot_grid)Mallocator.dispose(shoot_grid);
launcher.manager.freeTemplate(enemy_tmpl);
launcher.manager.freeTemplate(ship_tmpl);
launcher.manager.freeTemplate(laser_tmpl);
texture.destory();
}
}
@ -337,7 +341,7 @@ struct ShootGridCleaner
struct ShootGridManager
{
mixin ECS.System!32;
mixin ECS.System!128;
mixin ECS.WritableDependencies!(ShootGridDependency);
@ -793,7 +797,7 @@ struct MovementSystem
}
}
import core.stdc.math;
extern(C) float sqrtf(float x) @nogc nothrow @system;
/**
*System is responsible for movement of objects with CInput component.
@ -893,6 +897,8 @@ void spaceInvadersStart()
launcher.manager.beginRegister();
launcher.manager.registerDependency(ShootGridDependency);
launcher.manager.registerComponent!CLocation;
launcher.manager.registerComponent!CTexture;
launcher.manager.registerComponent!CInput;
@ -1009,10 +1015,10 @@ void spaceInvadersStart()
enemy_tmpl = launcher.manager.allocateTemplate(enemy_id);
grouped_tmpl = launcher.manager.allocateTemplate(grouped_id);
launcher.gui_manager.addTemplate(space_invaders.ship_tmpl,"Ship");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(space_invaders.ship_tmpl),"Ship");
launcher.gui_manager.addTemplate(enemy_tmpl,"Enemy");
launcher.gui_manager.addTemplate(grouped_tmpl,"Grouped enemy");
launcher.gui_manager.addTemplate(space_invaders.laser_tmpl,"Laser");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(space_invaders.laser_tmpl),"Laser");
}
@ -1023,8 +1029,9 @@ void spaceInvadersEnd()
launcher.manager.getSystem(LaserShootingSystem.system_id).disable();
launcher.manager.getSystem(MovementSystem.system_id).disable();
launcher.manager.getSystem(ClampPositionSystem.system_id).disable();
launcher.manager.getSystem(ShootGridCleaner.system_id).disable();
launcher.manager.freeTemplate(space_invaders.enemy_tmpl);
//launcher.manager.freeTemplate(space_invaders.enemy_tmpl);
Mallocator.dispose(space_invaders);
}