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
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29 changed files with 1167 additions and 322 deletions
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@ -8,12 +8,12 @@ import ecs.atomic;
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import core.stdc.string : memcpy;
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/************************************************************************************************************************
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*IDManager is responsible for assignment and removing IDs. IDs are unique throughtout a whole duration of the program.
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IDManager is responsible for assignment and removing IDs. IDs are unique throughtout a whole duration of the program.
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*/
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struct IDManager
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{
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/************************************************************************************************************************
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*Get new ID.
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Get new ID.
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*/
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pragma(inline, false) EntityID getNewID() nothrow @nogc
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{
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@ -74,7 +74,7 @@ struct IDManager
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}
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/************************************************************************************************************************
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*Release ID.
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Release ID.
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*/
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void releaseID(EntityID id) nothrow @nogc
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{
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@ -91,7 +91,7 @@ struct IDManager
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}
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/************************************************************************************************************************
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*Update pointer to entity. The purpose of this function is to ensure that pointer to entity is always correct.
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Update pointer to entity. The purpose of this function is to ensure that pointer to entity is always correct.
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*/
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void update(ref Entity entity) nothrow @nogc
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{
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@ -107,7 +107,7 @@ struct IDManager
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}
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/************************************************************************************************************************
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*Returns pointer to entity.
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Returns pointer to entity.
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*/
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export Entity* getEntityPointer(EntityID id) nothrow @nogc
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{
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@ -132,7 +132,7 @@ struct IDManager
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}
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/************************************************************************************************************************
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*Check if entity with specified ID exist.
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Check if entity with specified ID exist.
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*/
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export bool isExist(EntityID id) nothrow @nogc
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{
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@ -143,7 +143,7 @@ struct IDManager
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}
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/************************************************************************************************************************
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*Initialize manager.
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Initialize manager.
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*/
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void initialize() nothrow @nogc
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{
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@ -162,7 +162,7 @@ struct IDManager
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}
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/************************************************************************************************************************
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*Free manager memory.
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Free manager memory.
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*/
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void deinitialize() @trusted @nogc nothrow
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{
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@ -185,7 +185,7 @@ struct IDManager
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}
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/************************************************************************************************************************
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*Optimize memory. Must be called if any ID was added and some ID will be removed.
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Optimize memory. Must be called if any ID was added and some ID will be removed.
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*/
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void optimize() nothrow @nogc
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{
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