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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@ -1,5 +1,8 @@
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/************************************************************************************************************************
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*System module.
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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 ecs.system;
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@ -7,25 +10,27 @@ import ecs.entity;
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import 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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*<br/>-void onUpdate(EntitesData);
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*<br/>-void onEnable()
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*<br/>-void onDisable();
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*<br/>-bool onBegin();
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*<br/>-void onEnd();
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*<br/>-void onCreate()
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*<br/>-void onDestroy();
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*<br/>-void onAddEntity(EntitesData);
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*<br/>-void onRemoveEntity(EntitiesData);
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*<br/>-void onChangeEntity(EntitiesData);
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*<br/>-void handleEvent(Entity*, Event);
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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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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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@ -33,7 +38,7 @@ struct System
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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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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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@ -43,7 +48,7 @@ struct System
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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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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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@ -53,7 +58,7 @@ struct System
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}
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/************************************************************************************************************************
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*Get system priority.
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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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@ -61,7 +66,7 @@ struct System
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}
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/************************************************************************************************************************
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*Get system priority.
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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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@ -69,7 +74,7 @@ struct System
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}
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/************************************************************************************************************************
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*Get system priority.
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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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@ -77,7 +82,7 @@ struct System
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}
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/************************************************************************************************************************
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*Get system name.
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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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