-documentation

This commit is contained in:
Mergul 2018-10-01 19:40:24 +02:00
parent 288ad4c6cd
commit 437c672478
5 changed files with 154 additions and 4 deletions

View file

@ -1,4 +1,6 @@
module ecs.attributes;
///Used to mark optional components for system.
enum optional = "optional";
///Used to mark absen components for system. Enum 'AbsenComponents' should be used instead of it.
enum absen = "absen";

View file

@ -2,21 +2,36 @@ module ecs.entity;
import ecs.manager;
/************************************************************************************************************************
*Entity ID structure.
*/
struct EntityID
{
///Index to entity in IDManager.
uint id;
///Counter required for reusing ID.
uint counter;
}
/************************************************************************************************************************
*Structure of Entity. It's have only ID, but have full konwlege to get to components memory (If pointer to it is proper).
*/
struct Entity
{
///Entity ID.
EntityID id;
/************************************************************************************************************************
*Update pointer to it in IDManager
*/
void updateID()
{
EntityManager.instance.id_manager.update(this);
}
/************************************************************************************************************************
*Get specified component. If component doesn't exist function retun null.
*/
T* getComponent(T)() const
{
EntityManager.EntitiesBlock* block = gEM.getMetaData(&this);
@ -32,11 +47,19 @@ struct Entity
}
}
/************************************************************************************************************************
*Entity template structure.
*/
export struct EntityTemplate
{
///Entity components data
ubyte[] entity_data;
///Pointer to entity type info.
EntityManager.EntityInfo* info;
/************************************************************************************************************************
*Get specified component. If component doesn't exist function return null.
*/
T* getComponent(T)()
{
if(T.component_id >= info.tmpl_deltas.length)return null;

View file

@ -3,8 +3,14 @@ module ecs.id_manager;
import ecs.entity;
import ecs.vector;
/************************************************************************************************************************
*IDManager is responsible for assignment and removing IDs. IDs are unique throughtout a whole duration of the program.
*/
struct IDManager
{
/************************************************************************************************************************
*Get new ID.
*/
EntityID getNewID()
{
if (m_next_id >= m_ids_array.length)
@ -18,6 +24,9 @@ struct IDManager
return id;
}
/************************************************************************************************************************
*Release ID.
*/
void releaseID(EntityID id)
{
Data* data = &m_ids_array[id.id];
@ -29,11 +38,17 @@ struct IDManager
m_next_id = id.id;
}
/************************************************************************************************************************
*Update pointer to entity. The purpose of this function is to ensure that pointer to entity is always correct.
*/
void update(ref Entity entity)
{
if(entity.id.counter == m_ids_array[entity.id.id].counter)m_ids_array[entity.id.id].entity = &entity;
}
/************************************************************************************************************************
*Returns pointer to entity.
*/
export Entity* getEntityPointer(EntityID id)
{
Data* data = &m_ids_array[id.id];
@ -43,20 +58,24 @@ struct IDManager
return data.entity;
}
/************************************************************************************************************************
*Check if entity with specified ID exist.
*/
export bool isExist(EntityID id)
{
Data* data = &m_ids_array[id.id];
return data.counter == id.counter;
}
struct Data
private static struct Data
{
uint counter = 0;
uint next_id = uint.max;
Entity* entity = null;
}
private uint m_next_id = 0;
private:
uint m_next_id;
Vector!Data m_ids_array;
}

View file

@ -49,12 +49,23 @@ class EntityManager
instance = null;
}
/************************************************************************************************************************
*Default constructor.
*/
this()
{
//event_manager = EventManager(this);
//event_manager.manager = this;
}
/************************************************************************************************************************
*Register new System into EntityManager. This funcion generate glue between EntityManager and System.
*Systems can be registered from external dynamic library, and can be registered after adding entities too.
*System mustn't be registered before components which system want to use, in this case functions call assertion.
*
*params:
*priority = system priority. Priority determines order of execution of systems updates.
*/
void registerSystem(Sys)(int priority)
{
alias STC = ParameterStorageClass;
@ -392,6 +403,9 @@ class EntityManager
return cast(Sys*) systems[Sys.system_id].m_system_pointer;
}
/************************************************************************************************************************
*Register component into EntityManager.
*/
void registerComponent(Comp)()
{
ComponentInfo info;
@ -469,6 +483,9 @@ class EntityManager
}
}
/************************************************************************************************************************
*Update systems. Should be called only between begin() and end().
*/
export void update()
{
foreach (info; &entities_infos.byValue)
@ -486,10 +503,10 @@ class EntityManager
num = cast(ushort)((num + alignment - 1) & (-cast(int) alignment)); //num += alignment - (num & (alignment - 1));
}
static ushort alignedNum(ushort num, ushort alignment)
/*static ushort alignedNum(ushort num, ushort alignment)
{
return cast(ushort)((num + alignment - 1) & (-cast(int) alignment));
}
}*/
extern (C) static int compareUShorts(const void* a, const void* b)
{
@ -503,6 +520,12 @@ class EntityManager
return 1;
}
/************************************************************************************************************************
*Allocate EntityTemplate with specifed components and returns pointer to it.
*
*params:
*components_ids = array of components allocated with template
*/
export EntityTemplate* allocateTemplate(ushort[] components_ids)
{
@ -541,6 +564,12 @@ class EntityManager
return temp;
}
/************************************************************************************************************************
*Returns entity type info.
*
*params:
*ids = array of components
*/
export EntityInfo* getEntityInfo(ushort[] ids)
{
EntityInfo* info = entities_infos.get(ids, null);
@ -651,11 +680,24 @@ class EntityManager
entity.callers.add(call_data, index);
}
/************************************************************************************************************************
*Returns pointer to entity.
*
*params:
*id = ID of entity
*/
export Entity* getEntity(EntityID id)
{
return cast(Entity*) id_manager.getEntityPointer(id);
}
/************************************************************************************************************************
*Remove components from entity by IDs. Components will be removed on end of frame.
*
*params:
*entity_id = ID of entity
*del_ids = array of components IDs
*/
export void removeComponents(EntityID entity_id, ushort[] del_ids)
{
uint num = cast(uint) del_ids.length;
@ -725,6 +767,13 @@ class EntityManager
removeEntityNoID(entity, block);
}
/************************************************************************************************************************
*Remove coponents from entity.
*
*params:
*Compoenents = components types to remove
*entity_id = ID of entity
*/
void removeComponents(Components...)(EntityID entity_id)
{
const uint num = Components.length;
@ -861,6 +910,13 @@ class EntityManager
removeEntityNoID(entity, block);
}
/************************************************************************************************************************
*Add components to entity. Components will be added on end of frame.
*
*params:
*entity_id = ID of entity to remove
*tmpl = pointer entity template allocated by EntityManager.
*/
void addComponents(Components...)(const EntityID entity_id, Components comps)
{
const uint num = Components.length;
@ -895,12 +951,24 @@ class EntityManager
//__addComponents(entity_id, new_ids, pointers);
}
/************************************************************************************************************************
*Free template memory.
*
*params:
*tmpl = pointer entity template allocated by EntityManager.
*/
export void freeTemplate(EntityTemplate* template_)
{
Mallocator.instance.dispose(template_.entity_data);
Mallocator.instance.dispose(template_);
}
/************************************************************************************************************************
*Add entity to system.
*
*params:
*tmpl = pointer entity template allocated by EntityManager.
*/
export ref Entity addEntity(EntityTemplate* tmpl)
{
EntitiesBlock* block = findBlockWithFreeSpace(tmpl.info);
@ -969,6 +1037,12 @@ class EntityManager
return block;
}
/************************************************************************************************************************
*Remove entity by ID. Entity will be removed on frame end.
*
*params:
*id = id of entity to remove
*/
export void removeEntity(EntityID id)
{
entities_to_remove.add(id);
@ -1125,6 +1199,9 @@ class EntityManager
entities_to_remove.clear();
}
/************************************************************************************************************************
*Begin of update process. Should be called before any update is called.
*/
export void begin()
{
updateBlocks();
@ -1137,6 +1214,9 @@ class EntityManager
}
}
/************************************************************************************************************************
*End of update process. Should be called after every update function.
*/
export void end()
{
foreach (ref system; instance.systems)
@ -1151,11 +1231,18 @@ class EntityManager
//clearEvents();
}
/************************************************************************************************************************
*Component info;
*/
struct ComponentInfo
{
///Component size
ushort size;
///Component data alignment
ushort alignment;
///Initialization data
ubyte[] init_data;
///Pointer to component destroy callback
void function(void* pointer) destroy_callback;
}

View file

@ -3,13 +3,22 @@ module ecs.system;
import ecs.entity;
import ecs.manager;
/************************************************************************************************************************
*System contain data required to proper glue EntityManager with Systems.
*/
struct System
{
/************************************************************************************************************************
*Check if system is enabled.
*/
export bool enabled()
{
return m_enabled;
}
/************************************************************************************************************************
*Enable system. If actually it is enabled function do nothing.
*/
export void enable()
{
if (!m_enabled && m_enable)
@ -17,6 +26,9 @@ struct System
m_enabled = true;
}
/************************************************************************************************************************
*Disable system. If actually it is disabled function do nothing.
*/
export void disable()
{
if (m_enabled && m_disable)
@ -24,6 +36,9 @@ struct System
m_enabled = false;
}
/************************************************************************************************************************
*Get system priority.
*/
export int priority()
{
return m_priority;
@ -38,10 +53,14 @@ package:
///pointer to system implementation
void* m_system_pointer;
///system name
const (char)[] name;
///required components
ushort[] m_components;
///absen components
ushort[] m_absen_components;
///optional components
ushort[] m_optional_components;
//void function(ref EntityManager.CallData data, void* entity) update;