-code cleanup
-some documentation improvements -README update
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3 changed files with 36 additions and 39 deletions
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@ -6,6 +6,7 @@ $(LIST
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* Component: make component structure
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* Event: make event structure
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)
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This mixins are optional and are used to adding some additional capabilities, e.g. ECS.System is used to configuring default number of jobs for system.
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---
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Struct System1
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@ -59,6 +59,9 @@ grouped by component type so entity can be fracted in big memory chunk.
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There is two types of update:
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- update(): function used to call update pass.
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- updateMT(): function used to call update pass multithreaded. This call only generates jobs which must be called by user.
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WARNING! No fileds from EntityManager should be used directly, they are not private for special, advanced things which are not implemented in library.
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So if you don't need anything special, simply use only EntityManager methods.
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*/
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export struct EntityManager
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{
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@ -1611,11 +1614,6 @@ export struct EntityManager
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m_thread_id_func = cast(uint delegate() nothrow @nogc) get_id_callback;
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}
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/*export void setJobDispachFunc(void delegate(JobGroup) @nogc nothrow func) nothrow @nogc
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{
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m_dispatch_jobs = func;
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}*/
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/************************************************************************************************************************
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Return size of single page (block). Every entity data block has size of page.
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*/
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@ -3762,20 +3760,6 @@ export struct EntityManager
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return 0;
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}
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/*uint thread_id() @nogc nothrow
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{
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if (m_thread_id_func)
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return (cast(uint delegate() nothrow @nogc) m_thread_id_func)();
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else
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return 0;
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}
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void thread_id(uint) @nogc nothrow
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{
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}*/
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//static uint thread_id;
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ThreadData[] threads;
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Vector!(UpdatePass*) passes;
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