CI and common update:
-added webpage deploymnet stage -added separate build stage which build all binaries and generate documentation -added Emscripten build stage for merge to master only -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
This commit is contained in:
parent
f67eb452cc
commit
54a6d5dec2
29 changed files with 1167 additions and 322 deletions
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@ -1,8 +1,11 @@
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/************************************************************************************************************************
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*It's internal code. Can be used for atomics if emscripten backend will be used.
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*
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*This module contain atomic operations which include support for emscripten atomics functions.
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*Emscripten functions are contained in API similar to druntime.
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It's internal code. Can be used for atomics if emscripten backend will be used.
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This module contain atomic operations which include support for emscripten atomics functions.
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Emscripten functions are contained in API similar to druntime.
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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 ecs.atomic;
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@ -1,17 +1,24 @@
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/************************************************************************************************************************
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*This module contain attributes used to mark components.
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*Currently only two attributes are supported:
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* - optional: mark component as optional for system update
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* - readonly: mark component access as read only (used for multithreading)
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*
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*By default components are required and mutable. "const" attribute can be used insteac od readonly mark.
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*ex.
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*Struct EntitiesData
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*{
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* Comp1[] cmp; //mutable required component
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* @readonly @optional Comp2[] cmp2; //optional read only component
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* @optional const (Comp3)[] cmp3; //same as cmp2
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*}
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This module contain attributes used to mark components.
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Currently only two attributes are supported:
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$(LIST
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* optional: mark component as optional for system update
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* readonly: mark component access as read only (used for multithreading)
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)
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By default components are required and mutable. "const" attribute can be used insteac od readonly mark.
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---
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Struct EntitiesData
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{
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Comp1[] cmp; //mutable required component
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@readonly @optional Comp2[] cmp2; //optional read only component
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@optional const (Comp3)[] cmp3; //same as cmp2
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}
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---
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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 ecs.attributes;
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@ -1,7 +1,10 @@
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/************************************************************************************************************************
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*It's internal code.
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*
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*Module contain memory allocator.
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It's internal code.
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Module contain memory allocator.
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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 ecs.block_allocator;
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@ -9,14 +12,14 @@ import ecs.manager;
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import ecs.std;
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/************************************************************************************************************************
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*Allocator allocate large blocks and return smaller blocks. When there is no more blocks then next large block is allocated.
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*By default freeing memory only returns it to allocator. To free large memory chunks freeMemory function is used.
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*freeMemory function return to system memory even if chunk blocks wasn't freed.
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Allocator allocate large blocks and return smaller blocks. When there is no more blocks then next large block is allocated.
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By default freeing memory only returns it to allocator. To free large memory chunks freeMemory function is used.
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freeMemory function return to system memory even if chunk blocks wasn't freed.
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*/
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struct BlockAllocator
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{
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/************************************************************************************************************************
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*Get new block. Allocator automatically allocate next memory chunk if needed.
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Get new block. Allocator automatically allocate next memory chunk if needed.
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*/
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void* getBlock() nothrow @nogc
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{
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@ -28,7 +31,7 @@ struct BlockAllocator
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}
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/************************************************************************************************************************
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*Return block to allocator for further use.
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Return block to allocator for further use.
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*/
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void freeBlock(void* block) nothrow @nogc
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{
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@ -37,7 +40,7 @@ struct BlockAllocator
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}
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/************************************************************************************************************************
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*Free whole used memory. This function return to system all memory chunks even if not every black was freed.
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Free whole used memory. This function return to system all memory chunks even if not every black was freed.
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*/
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void freeMemory() nothrow @nogc
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{
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@ -1,34 +1,53 @@
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/************************************************************************************************************************
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*This module contain main templates for user.
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*There are three structure templates (mixins) which should be added on top of structure:
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* - System: make system structure
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* - Component: make component structure
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* - Event: make event structure
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*
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*ex.
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*Struct System1
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*{
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* mixin!ECS.System;
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*}
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*
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*Struct System2
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*{
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* mixin!ECS.System(16);//set number of jobs generated for system by multithreaded update
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*}
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*
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*Struct Component1
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*{
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* mixin!ECS.Component;
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*}
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*
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*Struct Event1
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*{
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* mixin!ECS.Event;
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*}
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*
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*There is also template for generating list of excluded components "ExcludedComponets(T...)".
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*This template takes component structure types and making list of excluded components used in "registerSystem" function.
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*
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This module contain main templates for user.
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There are three structure templates (mixins) which should be added on top of structure:
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$(LIST
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* System: make system structure
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* Component: make component structure
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* Event: make event structure
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)
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---
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Struct System1
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{
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mixin!ECS.System;
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}
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Struct System2
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{
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mixin!ECS.System(16);//set number of jobs generated for system by multithreaded update
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}
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Struct Component1
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{
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mixin!ECS.Component;
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}
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Struct Event1
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{
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mixin!ECS.Event;
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}
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---
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There is also template for generating list of excluded components "ExcludedComponets(T...)".
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This template takes component structure types and making list of excluded components used in "registerSystem" function.
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---
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Struct System1
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{
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mixin!ECS.System;
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struct EntitiesData
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{
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... //used components
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}
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ExcludedComponets!(Comp1, Comp2);
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}
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---
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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 ecs.core;
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@ -36,12 +55,12 @@ public import ecs.manager;
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public import ecs.entity;
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/************************************************************************************************************************
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*Main struct used as namespace for templates.
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Main struct used as namespace for templates.
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*/
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static struct ECS
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{
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/************************************************************************************************************************
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*Mark structure as System. Should be added on top of structure (before any data).
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Mark structure as System. Should be added on top of structure (before any data).
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*/
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mixin template System(uint jobs_count = 32)
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{
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@ -50,7 +69,7 @@ static struct ECS
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}
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/************************************************************************************************************************
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*Mark structure as Component. Should be added on top of structure (before any data).
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Mark structure as Component. Should be added on top of structure (before any data).
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*/
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mixin template Component()
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{
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@ -58,7 +77,7 @@ static struct ECS
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}
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/************************************************************************************************************************
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*Mark structure as Event. Should be added on top of structure (before any data).
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Mark structure as Event. Should be added on top of structure (before any data).
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*/
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mixin template Event()
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{
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@ -67,7 +86,7 @@ static struct ECS
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}
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/************************************************************************************************************************
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*Make list of excluded components. This template get structure types as argument. Should be added inside System structure.
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Make list of excluded components. This template get structure types as argument. Should be added inside System structure.
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*/
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mixin template ExcludedComponents(T...)
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{
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@ -1,5 +1,8 @@
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/************************************************************************************************************************
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*Entity module.
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Entity 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 ecs.entity;
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@ -7,7 +10,7 @@ import ecs.system;
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import ecs.manager;
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/************************************************************************************************************************
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*Entity ID structure. Used as reference to Entity. Pointer to entity should be ever used to store entity reference!
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Entity ID structure. Used as reference to Entity. Pointer to entity should be ever used to store entity reference!
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*/
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struct EntityID
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{
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@ -18,7 +21,7 @@ struct EntityID
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}
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/************************************************************************************************************************
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*Structure of Entity. It's have only ID, but have full konwlege to get to components memory (If pointer to it is proper).
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Structure of Entity. It's have only ID, but have full konwlege to get to components memory (If pointer to it is proper).
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*/
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struct Entity
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{
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@ -26,8 +29,8 @@ struct Entity
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EntityID id;
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/************************************************************************************************************************
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*Get specified component. If component doesn't exist function retun null. Pointer is valid only before next "commit()", "begin()" or "end()"
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*function is called. Returned pointer shouldn't be used to store reference to entity data.
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Get specified component. If component doesn't exist function retun null. Pointer is valid only before next "commit()", "begin()" or "end()"
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function is called. Returned pointer shouldn't be used to store reference to entity data.
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*/
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T* getComponent(T)() const
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{
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@ -45,13 +48,15 @@ struct Entity
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}
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/************************************************************************************************************************
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*Entity template structure.
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*Entity contain whole information needed to create new entity. Allocating EntityTemplate is considered as more expensive operation
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*than adding entity. Whole components memory is stored in EntityTemplate and is copyied to newly added entity.
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*If you want to place several entity with small difference in data then you should take pointer to component and change it before every
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*entity addition.
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*There is no restriction about number of allocated templates. Single template can be used from multiple threads, but if you
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*want to changes some components data before add entity (entity position for example) it's better to use multiple templates.
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Entity template structure.
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Entity contain whole information needed to create new entity. Allocating EntityTemplate is considered as more expensive operation
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than adding entity. Whole components memory is stored in EntityTemplate and is copyied to newly added entity.
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If you want to place several entity with small difference in data then you should take pointer to component and change it before every
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entity addition.
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There is no restriction about number of allocated templates. Single template can be used from multiple threads, but if you
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want to changes some components data before add entity (entity position for example) it's better to use multiple templates.
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*/
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export struct EntityTemplate
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{
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@ -61,7 +66,7 @@ export struct EntityTemplate
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EntityManager.EntityInfo* info;
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/************************************************************************************************************************
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*Get specified component. If component doesn't exist function return null. Returned pointer is valid during EntityTemplate lifetime.
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Get specified component. If component doesn't exist function return null. Returned pointer is valid during EntityTemplate lifetime.
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*/
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T* getComponent(T)() nothrow @nogc
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{
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|
|
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|
@ -34,7 +34,7 @@ package struct EventManager
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EventData* data = &events[Ev.event_id];
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EventBlock* block = data.blocks[block_id];
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//EntityManager.EventInfo* info = &gEM.events[Ev.event_id];
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//EntityManager.EventInfo* info = &manager.events[Ev.event_id];
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event.entity_id = id;
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|
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if(block is null)
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|
|
@ -119,15 +119,15 @@ package struct EventManager
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void allocateData(uint threads_count) nothrow @nogc
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{
|
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disposeData();
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events = Mallocator.makeArray!EventData(gEM.events.length);
|
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events = Mallocator.makeArray!EventData(manager.events.length);
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foreach(i,ref event;events)
|
||||
{
|
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event.blocks = Mallocator.makeArray!(EventBlock*)(threads_count*2);
|
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event.first_blocks = Mallocator.makeArray!(EventBlock*)(threads_count*2);
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event.data_offset = EventBlock.sizeof;//gEM.events[i].
|
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gEM.alignNum(event.data_offset, gEM.events[i].alignment);
|
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event.data_offset = EventBlock.sizeof;//manager.events[i].
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manager.alignNum(event.data_offset, manager.events[i].alignment);
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|
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event.max_events = cast(ushort)((events_block_size - event.data_offset) / gEM.events[i].size);
|
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event.max_events = cast(ushort)((events_block_size - event.data_offset) / manager.events[i].size);
|
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}
|
||||
}
|
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|
||||
|
|
|
|||
|
|
@ -8,12 +8,12 @@ import ecs.atomic;
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import core.stdc.string : memcpy;
|
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|
||||
/************************************************************************************************************************
|
||||
*IDManager is responsible for assignment and removing IDs. IDs are unique throughtout a whole duration of the program.
|
||||
IDManager is responsible for assignment and removing IDs. IDs are unique throughtout a whole duration of the program.
|
||||
*/
|
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struct IDManager
|
||||
{
|
||||
/************************************************************************************************************************
|
||||
*Get new ID.
|
||||
Get new ID.
|
||||
*/
|
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pragma(inline, false) EntityID getNewID() nothrow @nogc
|
||||
{
|
||||
|
|
@ -74,7 +74,7 @@ struct IDManager
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|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Release ID.
|
||||
Release ID.
|
||||
*/
|
||||
void releaseID(EntityID id) nothrow @nogc
|
||||
{
|
||||
|
|
@ -91,7 +91,7 @@ struct IDManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Update pointer to entity. The purpose of this function is to ensure that pointer to entity is always correct.
|
||||
Update pointer to entity. The purpose of this function is to ensure that pointer to entity is always correct.
|
||||
*/
|
||||
void update(ref Entity entity) nothrow @nogc
|
||||
{
|
||||
|
|
@ -107,7 +107,7 @@ struct IDManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Returns pointer to entity.
|
||||
Returns pointer to entity.
|
||||
*/
|
||||
export Entity* getEntityPointer(EntityID id) nothrow @nogc
|
||||
{
|
||||
|
|
@ -132,7 +132,7 @@ struct IDManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Check if entity with specified ID exist.
|
||||
Check if entity with specified ID exist.
|
||||
*/
|
||||
export bool isExist(EntityID id) nothrow @nogc
|
||||
{
|
||||
|
|
@ -143,7 +143,7 @@ struct IDManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Initialize manager.
|
||||
Initialize manager.
|
||||
*/
|
||||
void initialize() nothrow @nogc
|
||||
{
|
||||
|
|
@ -162,7 +162,7 @@ struct IDManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Free manager memory.
|
||||
Free manager memory.
|
||||
*/
|
||||
void deinitialize() @trusted @nogc nothrow
|
||||
{
|
||||
|
|
@ -185,7 +185,7 @@ struct IDManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Optimize memory. Must be called if any ID was added and some ID will be removed.
|
||||
Optimize memory. Must be called if any ID was added and some ID will be removed.
|
||||
*/
|
||||
void optimize() nothrow @nogc
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,5 +1,8 @@
|
|||
/************************************************************************************************************************
|
||||
*Most important module. Almost every function is called from EntityManager.
|
||||
Most important module. Almost every function is called from EntityManager.
|
||||
|
||||
Copyright: Copyright © 2018-2019, Dawid Masiukiewicz, Michał Masiukiewicz
|
||||
License: BSD 3-clause, see LICENSE file in project root folder.
|
||||
*/
|
||||
module ecs.manager;
|
||||
|
||||
|
|
@ -28,37 +31,38 @@ export alias gEntityManager = EntityManager.instance;
|
|||
alias SerializeVector = ecs.vector.Vector!ubyte;
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Entity manager is responsible for everything.
|
||||
*
|
||||
*Entity manager can be in three states:
|
||||
* - registration: time between beginRegister() and endRegister() calls.
|
||||
* - update: time between being() and end() calls.
|
||||
* - default: when it's not in registration or update time
|
||||
*
|
||||
*Manager can be only in one state simultaneously.
|
||||
*
|
||||
*Manager must be initialized before use. There is global instance of EntityManager: EntityManager.instance or gEM as alias.
|
||||
*
|
||||
*Registration process consist of registration of passes, systems, entities and events.
|
||||
*
|
||||
*Pass is group of system which should be used inside one update() call. Passes are added as name (string) and can be referenced by name or id.<br/>
|
||||
*System is structure responsible for update of specified group of entities. System consist of EntitiesData structure which contain components used
|
||||
*by system and some callback. Main callback is onUpdate() which is called by update() entity manager function. Other callbacks are used as listeners for
|
||||
*adding entites, tracking system lifetime and events handling.<br/>
|
||||
*Component is basicly small fraction of data which is considered to be used as whole. In best scenario every byte of component is used when it's refered to.
|
||||
*In practice sometimes it's better to join data into one component even if it's can be accessed separetly.<br/>
|
||||
*Events are structures with data used to handle events. Event can contain for exmaple one floating point number used as damage dealt to entity.<br/>
|
||||
*Entity is group of components. In memory entity is only ID which makes it's possible to take it's components. Components are grouped into chunks, and
|
||||
*grouped by component type so entity can be fracted in big memory chunk.<br/>
|
||||
*
|
||||
*There is two types of update:
|
||||
*<br/> - update(): function used to call update pass.
|
||||
*<br/> - updateMT(): function used to call update pass multithreaded. This call only generates jobs which must be called by user.
|
||||
Entity manager is responsible for everything.
|
||||
|
||||
Entity manager can be in three states:
|
||||
- registration: time between beginRegister() and endRegister() calls.
|
||||
- update: time between being() and end() calls.
|
||||
- default: when it's not in registration or update time
|
||||
|
||||
Manager can be only in one state simultaneously.
|
||||
|
||||
Manager must be initialized before use. There is global instance of EntityManager: EntityManager.instance or gEM as alias.
|
||||
|
||||
Registration process consist of registration of passes, systems, entities and events.
|
||||
|
||||
Pass is group of system which should be used inside one update() call. Passes are added as name (string) and can be referenced by name or id.
|
||||
System is structure responsible for update of specified group of entities. System consist of EntitiesData structure which contain components used
|
||||
by system and some callback. Main callback is onUpdate() which is called by update() entity manager function. Other callbacks are used as listeners for
|
||||
adding entites, tracking system lifetime and events handling.
|
||||
|
||||
Component is basicly small fraction of data which is considered to be used as whole. In best scenario every byte of component is used when it's refered to.
|
||||
In practice sometimes it's better to join data into one component even if it's can be accessed separetly.
|
||||
Events are structures with data used to handle events. Event can contain for exmaple one floating point number used as damage dealt to entity.
|
||||
Entity is group of components. In memory entity is only ID which makes it's possible to take it's components. Components are grouped into chunks, and
|
||||
grouped by component type so entity can be fracted in big memory chunk.
|
||||
|
||||
There is two types of update:
|
||||
- update(): function used to call update pass.
|
||||
- updateMT(): function used to call update pass multithreaded. This call only generates jobs which must be called by user.
|
||||
*/
|
||||
export struct EntityManager
|
||||
{
|
||||
/************************************************************************************************************************
|
||||
*Initialize ECS.
|
||||
Initialize ECS.
|
||||
*/
|
||||
export static void initialize(uint threads_count, uint page_size = 32768,
|
||||
uint block_pages_count = 128)
|
||||
|
|
@ -81,7 +85,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Deinitialize and destroy ECS. This function release whole memory.
|
||||
Deinitialize and destroy ECS. This function release whole memory.
|
||||
*/
|
||||
export static void destroy()
|
||||
{
|
||||
|
|
@ -154,7 +158,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Begin registering process. Every register function should be called between beginRegister() and endRegister().
|
||||
Begin registering process. Every register function should be called between beginRegister() and endRegister().
|
||||
*/
|
||||
export void beginRegister() nothrow @nogc
|
||||
{
|
||||
|
|
@ -172,7 +176,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*End registering process. Every register function should be called between beginRegister() and endRegister().
|
||||
End registering process. Every register function should be called between beginRegister() and endRegister().
|
||||
*/
|
||||
export void endRegister()
|
||||
{
|
||||
|
|
@ -346,7 +350,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Same as "void registerSystem(Sys)(int priority, int pass = 0)" but use pass name instead of id.
|
||||
Same as "void registerSystem(Sys)(int priority, int pass = 0)" but use pass name instead of id.
|
||||
*/
|
||||
void registerSystem(Sys)(int priority, const(char)[] pass_name)
|
||||
{
|
||||
|
|
@ -359,13 +363,13 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*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
|
||||
*pass = index of UpdatePass which sholud call system update
|
||||
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
|
||||
pass = index of UpdatePass which sholud call system update
|
||||
*/
|
||||
void registerSystem(Sys)(int priority, ushort pass = 0)
|
||||
{
|
||||
|
|
@ -1084,7 +1088,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Return system ECS api by id
|
||||
Return system ECS api by id
|
||||
*/
|
||||
export System* getSystem(ushort id) nothrow @nogc
|
||||
{
|
||||
|
|
@ -1094,7 +1098,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Return pointer to system registered in manager
|
||||
Return pointer to system registered in manager
|
||||
*/
|
||||
Sys* getSystem(Sys)() nothrow @nogc
|
||||
{
|
||||
|
|
@ -1115,7 +1119,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Register component into EntityManager.
|
||||
Register component into EntityManager.
|
||||
*/
|
||||
void registerComponent(Comp)()
|
||||
{
|
||||
|
|
@ -1230,7 +1234,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Same as "void update(int pass = 0)" but use pass name instead of id.
|
||||
Same as "void update(int pass = 0)" but use pass name instead of id.
|
||||
*/
|
||||
export void update(const(char)[] pass_name) nothrow @nogc
|
||||
{
|
||||
|
|
@ -1240,7 +1244,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Update systems. Should be called only between begin() and end().
|
||||
Update systems. Should be called only between begin() and end().
|
||||
*/
|
||||
export void update(ushort pass = 0) nothrow @nogc
|
||||
{
|
||||
|
|
@ -1268,7 +1272,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Same as "void updateMT(int pass = 0)" but use pass name instead of id.
|
||||
Same as "void updateMT(int pass = 0)" but use pass name instead of id.
|
||||
*/
|
||||
export void updateMT(const(char)[] pass_name) nothrow @nogc
|
||||
{
|
||||
|
|
@ -1431,7 +1435,7 @@ export struct EntityManager
|
|||
}*/
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Return size of single page (block). Every entity data block has size of page.
|
||||
Return size of single page (block). Every entity data block has size of page.
|
||||
*/
|
||||
uint pageSize()
|
||||
{
|
||||
|
|
@ -1439,8 +1443,8 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Return number of pages in single block allocation. Library allocate defined number of pages at once and assign it's
|
||||
*for entities.
|
||||
Return number of pages in single block allocation. Library allocate defined number of pages at once and assign it's
|
||||
for entities.
|
||||
*/
|
||||
uint pagesInBlock()
|
||||
{
|
||||
|
|
@ -1465,11 +1469,11 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Allocate EntityTemplate with all components from entity witch it's data and returns pointer to it.
|
||||
*
|
||||
*Params:
|
||||
*entity_id = ID of entity from which should be created template
|
||||
*fill_default = if true, components will be filled with default data, instead entity data will be taken
|
||||
Allocate EntityTemplate with all components from entity witch it's data and returns pointer to it.
|
||||
|
||||
Params:
|
||||
entity_id = ID of entity from which should be created template
|
||||
fill_default = if true, components will be filled with default data, instead entity data will be taken
|
||||
*/
|
||||
export EntityTemplate* allocateTemplate(EntityID entity_id, bool fill_default = false)
|
||||
{
|
||||
|
|
@ -1505,10 +1509,10 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Allocate EntityTemplate with specifed components and returns pointer to it.
|
||||
*
|
||||
*Params:
|
||||
*components_ids = array of components allocated with template
|
||||
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)
|
||||
{
|
||||
|
|
@ -1551,10 +1555,13 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Allocate EntityTemplate with specifed components and returns pointer to it.
|
||||
*
|
||||
*Params:
|
||||
*components_ids = array of components allocated with template
|
||||
Allocate EntityTemplate from basic Template with modifications by adding and removing some components and returns pointer to it.
|
||||
Arrays of components needen't to be checked for repeated components, as function itself check if components exist in base template.
|
||||
|
||||
Params:
|
||||
base_tmpl = template from which components sould be copied
|
||||
components_ids = array of new components to add
|
||||
remove_components_ids = array of components to remove from base template
|
||||
*/
|
||||
export EntityTemplate* allocateTemplate(EntityTemplate* base_tmpl,
|
||||
ushort[] components_ids, ushort[] remove_components_ids = null)
|
||||
|
|
@ -1624,10 +1631,10 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Returns entity type info.
|
||||
*
|
||||
*Params:
|
||||
*ids = array of components
|
||||
Returns entity type info.
|
||||
|
||||
Params:
|
||||
ids = array of components
|
||||
*/
|
||||
export EntityInfo* getEntityInfo(ushort[] ids)
|
||||
{
|
||||
|
|
@ -1930,10 +1937,10 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Returns pointer to entity.
|
||||
*
|
||||
*Params:
|
||||
*id = ID of entity
|
||||
Returns pointer to entity.
|
||||
|
||||
Params:
|
||||
id = ID of entity
|
||||
*/
|
||||
export Entity* getEntity(EntityID id) nothrow @nogc
|
||||
{
|
||||
|
|
@ -1941,11 +1948,11 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*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
|
||||
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) nothrow @nogc
|
||||
{
|
||||
|
|
@ -2051,11 +2058,11 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Remove coponents from entity.
|
||||
*
|
||||
*Params:
|
||||
*Components = components types to remove
|
||||
*entity_id = ID of entity
|
||||
Remove coponents from entity.
|
||||
|
||||
Params:
|
||||
Components = components types to remove
|
||||
entity_id = ID of entity
|
||||
*/
|
||||
void removeComponents(Components...)(EntityID entity_id)
|
||||
{
|
||||
|
|
@ -2204,11 +2211,11 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Add components to entity. Components will be added on end of frame.
|
||||
*
|
||||
*Params:
|
||||
*entity_id = ID of entity to remove
|
||||
*comps = components to add
|
||||
Add components to entity. Components will be added on end of frame.
|
||||
|
||||
Params:
|
||||
entity_id = ID of entity to remove
|
||||
comps = components to add
|
||||
*/
|
||||
void addComponents(Components...)(const EntityID entity_id, Components comps) nothrow @nogc
|
||||
{
|
||||
|
|
@ -2239,10 +2246,10 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Free template memory.
|
||||
*
|
||||
*Params:
|
||||
*template_ = pointer entity template allocated by EntityManager.
|
||||
Free template memory.
|
||||
|
||||
Params:
|
||||
template_ = pointer entity template allocated by EntityManager.
|
||||
*/
|
||||
export void freeTemplate(EntityTemplate* template_)
|
||||
{
|
||||
|
|
@ -2251,9 +2258,9 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Add copy of entity to system and returns pointer to it. Added copy has same data as copied entity. Returen pointer is
|
||||
*valid only before one from commit(), begin() or end() will be called. To save entity to further use you should save ID
|
||||
*instead of pointer.
|
||||
Add copy of entity to system and returns pointer to it. Added copy has same data as copied entity. Returen pointer is
|
||||
valid only before one from commit(), begin() or end() will be called. To save entity to further use you should save ID
|
||||
instead of pointer.
|
||||
*
|
||||
*Params:
|
||||
*id = ID of entity to be copyied.
|
||||
|
|
@ -2305,11 +2312,11 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Add entity to system. Returen pointer is valid only before one from commit(), begin() or end() will be called. To save entity to further
|
||||
*use you should save ID instead of pointer.
|
||||
*
|
||||
*Params:
|
||||
*tmpl = pointer entity template allocated by EntityManager.
|
||||
Add entity to system. Returen pointer is valid only before one from commit(), begin() or end() will be called. To save entity to further
|
||||
use you should save ID instead of pointer.
|
||||
|
||||
Params:
|
||||
tmpl = pointer entity template allocated by EntityManager.
|
||||
*/
|
||||
export Entity* addEntity(EntityTemplate* tmpl)
|
||||
{
|
||||
|
|
@ -2355,7 +2362,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Return block with free space for selected EntityInfo.
|
||||
Return block with free space for selected EntityInfo.
|
||||
*/
|
||||
private EntitiesBlock* findBlockWithFreeSpace(EntityInfo* info) nothrow @nogc
|
||||
{
|
||||
|
|
@ -2383,7 +2390,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Return block with free space for selected EntityInfo. Additional this function is multithread safe.
|
||||
Return block with free space for selected EntityInfo. Additional this function is multithread safe.
|
||||
*/
|
||||
private EntitiesBlock* findBlockWithFreeSpaceMT(EntityInfo* info)
|
||||
{
|
||||
|
|
@ -2427,10 +2434,10 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Remove entity by ID. Entity will be removed on frame end.
|
||||
*
|
||||
*Params:
|
||||
*id = id of entity to remove
|
||||
Remove entity by ID. Entity will be removed on frame end.
|
||||
|
||||
Params:
|
||||
id = id of entity to remove
|
||||
*/
|
||||
export void removeEntity(EntityID id)
|
||||
{
|
||||
|
|
@ -2513,10 +2520,10 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*functions return MetaData of page.
|
||||
*
|
||||
*Params:
|
||||
*pointer = pointer to any data of entity (i.e. component data pointer)
|
||||
functions return MetaData of page.
|
||||
|
||||
Params:
|
||||
pointer = pointer to any data of entity (i.e. component data pointer)
|
||||
*/
|
||||
export EntitiesBlock* getMetaData(const void* pointer) nothrow @nogc
|
||||
{
|
||||
|
|
@ -2750,7 +2757,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Begin of update process. Should be called before any update is called.
|
||||
Begin of update process. Should be called before any update is called.
|
||||
*/
|
||||
export void begin()
|
||||
{
|
||||
|
|
@ -2767,7 +2774,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*End of update process. Should be called after every update function.
|
||||
End of update process. Should be called after every update function.
|
||||
*/
|
||||
export void end()
|
||||
{
|
||||
|
|
@ -2917,7 +2924,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Component info;
|
||||
Component info;
|
||||
*/
|
||||
struct ComponentInfo
|
||||
{
|
||||
|
|
@ -2961,7 +2968,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Entity type info.
|
||||
Entity type info.
|
||||
*/
|
||||
struct EntityInfo
|
||||
{
|
||||
|
|
@ -3133,7 +3140,7 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Meta data of every block of entities (contained at the begining of block).
|
||||
Meta data of every block of entities (contained at the begining of block).
|
||||
*/
|
||||
struct EntitiesBlock
|
||||
{
|
||||
|
|
@ -3180,10 +3187,10 @@ export struct EntityManager
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Structure with data used to calling System calls.
|
||||
*
|
||||
*<i>first_block</i>, <i>begin</i>, <i>end</i>, <i>blocks</i> parameters are used
|
||||
*to call partial info update
|
||||
Structure with data used to calling System calls.
|
||||
|
||||
<i>first_block</i>, <i>begin</i>, <i>end</i>, <i>blocks</i> parameters are used
|
||||
to call partial info update
|
||||
*/
|
||||
struct CallData
|
||||
{
|
||||
|
|
|
|||
|
|
@ -1,6 +1,9 @@
|
|||
/************************************************************************************************************************
|
||||
*It's internal code!
|
||||
*This module contain implementation of standard functionality.
|
||||
It's internal code!
|
||||
This module contain implementation of standard functionality.
|
||||
|
||||
Copyright: Copyright © 2018-2019, Dawid Masiukiewicz, Michał Masiukiewicz
|
||||
License: BSD 3-clause, see LICENSE file in project root folder.
|
||||
*/
|
||||
module ecs.std;
|
||||
|
||||
|
|
|
|||
|
|
@ -1,5 +1,8 @@
|
|||
/************************************************************************************************************************
|
||||
*System module.
|
||||
System module.
|
||||
|
||||
Copyright: Copyright © 2018-2019, Dawid Masiukiewicz, Michał Masiukiewicz
|
||||
License: BSD 3-clause, see LICENSE file in project root folder.
|
||||
*/
|
||||
module ecs.system;
|
||||
|
||||
|
|
@ -7,25 +10,27 @@ import ecs.entity;
|
|||
import ecs.manager;
|
||||
|
||||
/************************************************************************************************************************
|
||||
*System contain data required to proper glue EntityManager with Systems.
|
||||
*System callbacks:
|
||||
*<br/>-void onUpdate(EntitesData);
|
||||
*<br/>-void onEnable()
|
||||
*<br/>-void onDisable();
|
||||
*<br/>-bool onBegin();
|
||||
*<br/>-void onEnd();
|
||||
*<br/>-void onCreate()
|
||||
*<br/>-void onDestroy();
|
||||
*<br/>-void onAddEntity(EntitesData);
|
||||
*<br/>-void onRemoveEntity(EntitiesData);
|
||||
*<br/>-void onChangeEntity(EntitiesData);
|
||||
*<br/>-void handleEvent(Entity*, Event);
|
||||
System contain data required to proper glue EntityManager with Systems.
|
||||
System callbacks:
|
||||
$(LIST
|
||||
* void onUpdate(EntitesData);
|
||||
* void onEnable()
|
||||
* void onDisable();
|
||||
* bool onBegin();
|
||||
* void onEnd();
|
||||
* void onCreate()
|
||||
* void onDestroy();
|
||||
* void onAddEntity(EntitesData);
|
||||
* void onRemoveEntity(EntitiesData);
|
||||
* void onChangeEntity(EntitiesData);
|
||||
* void handleEvent(Entity*, Event);
|
||||
)
|
||||
*/
|
||||
struct System
|
||||
{
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Check if system is enabled.
|
||||
Check if system is enabled.
|
||||
*/
|
||||
export bool enabled() nothrow @nogc
|
||||
{
|
||||
|
|
@ -33,7 +38,7 @@ struct System
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Enable system. If actually it is enabled function do nothing.
|
||||
Enable system. If actually it is enabled function do nothing.
|
||||
*/
|
||||
export void enable() nothrow @nogc
|
||||
{
|
||||
|
|
@ -43,7 +48,7 @@ struct System
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Disable system. If actually it is disabled function do nothing.
|
||||
Disable system. If actually it is disabled function do nothing.
|
||||
*/
|
||||
export void disable() nothrow @nogc
|
||||
{
|
||||
|
|
@ -53,7 +58,7 @@ struct System
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Get system priority.
|
||||
Get system priority.
|
||||
*/
|
||||
export int priority() nothrow @nogc
|
||||
{
|
||||
|
|
@ -61,7 +66,7 @@ struct System
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Get system priority.
|
||||
Get system priority.
|
||||
*/
|
||||
export bool execute() nothrow @nogc
|
||||
{
|
||||
|
|
@ -69,7 +74,7 @@ struct System
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Get system priority.
|
||||
Get system priority.
|
||||
*/
|
||||
export ushort id() nothrow @nogc
|
||||
{
|
||||
|
|
@ -77,7 +82,7 @@ struct System
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
*Get system name.
|
||||
Get system name.
|
||||
*/
|
||||
export const(char)[] name() nothrow @nogc
|
||||
{
|
||||
|
|
|
|||
|
|
@ -15,7 +15,7 @@ unittest
|
|||
}
|
||||
|
||||
/************************************************************************************************************************
|
||||
* Returns index of Component/Entity array in System's EntitiesData struct
|
||||
Returns index of Component/Entity array in System's EntitiesData struct
|
||||
*/
|
||||
static long getIndexOfTypeInEntitiesData(EntitiesData, Type)()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue