Improved documentation and removed some old code
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3 changed files with 21 additions and 40 deletions
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@ -14,16 +14,16 @@ System contain data required to proper glue EntityManager with Systems.
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System callbacks:
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$(LIST
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* void onUpdate(EntitesData);
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* void onEnable()
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* void onDisable();
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* bool onBegin();
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* void onEnd();
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* void onCreate()
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* void onDestroy();
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* void onAddEntity(EntitesData);
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* void onRemoveEntity(EntitiesData);
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* void onChangeEntity(EntitiesData);
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* void handleEvent(Entity*, Event);
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* void onEnable() - called inside system.enable() function
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* void onDisable() - called inside system.disable() function
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* bool onBegin() - called inside manager.begin()
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* void onEnd() - called inside manager.end()
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* void onCreate() - called after registration inside registerSystem function
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* void onDestroy() - called during re-registration and inside manager destructor
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* void onAddEntity(EntitesData) - called for every entity which are assigned to system (by adding new entity or changing its components)
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* void onRemoveEntity(EntitiesData) - called for every entity removed from system update process
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* void onChangeEntity(EntitiesData) - called for every entity which components are changed but it was previously assigned to system
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* void handleEvent(Entity*, Event) - called for every event supported by system
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)
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*/
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struct System
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@ -66,15 +66,15 @@ struct System
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}
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/************************************************************************************************************************
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Get system priority.
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Get if system will be executed during current frame. Should be checked after manager.begin(). Its value is setted as result of manager.onBegin() callback.
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*/
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export bool execute() nothrow @nogc
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export bool willExecute() nothrow @nogc
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{
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return m_execute;
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}
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/************************************************************************************************************************
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Get system priority.
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Get system id.
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*/
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export ushort id() nothrow @nogc
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{
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