Move ECS to Bubel module
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46 changed files with 163 additions and 154 deletions
166
source/bubel/ecs/system.d
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166
source/bubel/ecs/system.d
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/************************************************************************************************************************
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System module.
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Copyright: Copyright © 2018-2019, Dawid Masiukiewicz, Michał Masiukiewicz
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License: BSD 3-clause, see LICENSE file in project root folder.
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*/
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module bubel.ecs.system;
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import bubel.ecs.entity;
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import bubel.ecs.manager;
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/************************************************************************************************************************
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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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)
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*/
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struct System
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{
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/************************************************************************************************************************
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Check if system is enabled.
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*/
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export bool enabled() nothrow @nogc
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{
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return m_enabled;
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}
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/************************************************************************************************************************
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Enable system. If actually it is enabled function do nothing.
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*/
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export void enable() nothrow @nogc
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{
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if (!m_enabled && m_enable)
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(cast(void function(void*) nothrow @nogc) m_enable)(m_system_pointer);
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m_enabled = true;
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}
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/************************************************************************************************************************
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Disable system. If actually it is disabled function do nothing.
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*/
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export void disable() nothrow @nogc
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{
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if (m_enabled && m_disable)
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(cast(void function(void*) nothrow @nogc) m_disable)(m_system_pointer);
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m_enabled = false;
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}
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/************************************************************************************************************************
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Get system priority.
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*/
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export int priority() nothrow @nogc
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{
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return m_priority;
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}
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/************************************************************************************************************************
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Get system priority.
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*/
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export bool execute() 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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*/
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export ushort id() nothrow @nogc
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{
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return m_id;
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}
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/************************************************************************************************************************
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Get system name.
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*/
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export const(char)[] name() nothrow @nogc
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{
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return cast(const(char)[]) m_name;
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}
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package:
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struct EventCaller
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{
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ushort id;
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void* callback;
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}
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///should system be executed in current update?
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bool m_execute = true;
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///system id
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ushort m_id;
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///is system empty? Empty systems don't update entities, and is called once per update
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bool m_empty = false;
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///should system update and catch events?
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bool m_enabled = false;
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///system priority
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int m_priority;
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///pointer to system implementation
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void* m_system_pointer;
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///system pass index
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int m_pass;
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///system name
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char[] m_name;
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///required components
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ushort[] m_components;
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///excluded components
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ushort[] m_excluded_components;
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///optional components
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ushort[] m_optional_components;
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EntityManager.Job[] jobs;
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//System*[] m_dependencies;
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ushort[] m_read_only_components;
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ushort[] m_modified_components;
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EntityManager.SystemCaller* m_any_system_caller;
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EventCaller[] m_event_callers;
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//void function(ref EntityManager.CallData data) m_update;
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void* m_update; ///workaroud for DMD bug with upper line
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void delegate() m_update_delegate;
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//void function(void* system_pointer) m_enable;
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//void function(void* system_pointer) m_disable;
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//void function(void* system_pointer) m_create;
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//void function(void* system_pointer) m_destroy;
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//void function(void* system_pointer) m_begin;
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//void function(void* system_pointer) m_end;
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void* m_enable;
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void* m_disable;
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void* m_create;
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void* m_destroy;
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void* m_begin;
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void* m_end;
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void* m_add_entity;
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void* m_remove_entity;
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void* m_change_entity;
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//void function(ref EntityManager.CallData data) m_initialize;
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//void function(ref EntityManager.CallData data) m_deinitilize;
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void* m_initialize;
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void* m_deinitilize;
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}
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