Commit graph

37 commits

Author SHA1 Message Date
0281fd5c1d Remove unnecessary exports
If given type is not used across library interface it's methods can stay private.
As of now this is only test as I am not sure if it doesn't cause problems in wasm build.
2022-10-27 23:35:24 +02:00
c0246ce2af Syntax '*ptr = Structure.init' requires opAssign operator, get rid of this requirement by using malloc.
This is useful when component is defined in another shared library and we use '-fvisibility=hidden', in that case opAssign is hidden and we will get 'undefined symbol'
2022-10-27 23:29:50 +02:00
56ce8c3f9c Don't use ForeachType as it don't work if foreach type is not copyable.
This fixes compilation error:
include/d/std/traits.d:8024: Error: Generating an `inout` copy constructor for `struct game.graphic.manager.Graphic` failed, therefore instances of it are uncopyable
2022-10-04 22:18:45 +02:00
24a07a05e5 Small fixes 2022-07-09 20:27:01 +00:00
85e1f8a76e Fixed bug with addComponents template
-deprecated Comonent.ref_ function
-remover Comonent.ref_ usage from addComponents template
-updated dub.json
2021-11-17 15:03:25 +01:00
cc097dddf0 Minor fixes 2021-05-09 16:46:11 +00:00
fa0c196c60 -code cleanup
-some documentation improvements
-README update
2021-03-06 22:02:49 +01:00
3b954b732b -update README code example (to one that compile)
-remove Entity.instance and gEM, global manager is now gEntityManager
2021-03-02 19:44:18 +01:00
8b2793fc57 Merge branch 'master' of https://gitlab.com/Mergul/bubel-ecs.git into remove_structure_top_mixin
# Conflicts:
#	tests/basic.d
2021-02-27 17:30:31 +01:00
a6d92cb21b -change ecsID to becsID
-change component_id/system_id to becsID in demos
2021-02-27 17:25:13 +01:00
3c1c67efd0 -added filterEntity callback (used to filter EntityInfos for system, better control than simply @optional)
-removed some redundant code (two times same code)
-added some common functions
2021-01-03 13:05:48 +01:00
a926b79223 -add ecsID template function (get Component/System/Event ID, passes tests)
-removed some ECS mixins code
2020-09-29 18:41:31 +02:00
13c82acad4 -removed some unused code 2020-09-25 10:50:11 +02:00
8960423935 ECS fixes
-fixed bug with addEntityCopy (on create was called for bad entity, and incorrect block was added to update)
-added function to retrieve Component pointer from Entity (not  template function)
-fixed thread_pool bug
2020-08-22 11:37:23 +02:00
96bbcb9956 Fixed issues and bugs
-moved system destroy functionality to System structure "destroy()" function
-now arrays are properly destroyed (with destructor calling (__xdtor))
-fixed bug which makes BlockAllocator crashing after freeing it's memory
-fixed many smaller memory leaks
2020-07-17 13:34:08 +02:00
a0efa4e67d Fixed unittests and betterC compilation (after adding fullyQualifiedName instead of simple stringof)
-added new trait to get full name of structure (witho module and package, not tested on more nested packages)
-some small improvements (like adding const to function which need it)
2020-07-08 22:04:13 +02:00
ef4faf2755 Changed Components/System/Events names to full name (with module) and fixed bug with flag 2020-07-01 19:26:47 +02:00
ffc19d4723 Better multithread jobs generation tests 2020-06-15 22:28:55 +02:00
3e7575c4b2 Bug fixes
-fix: UnittestRunner don't catch RangeError
-fix: sometimes onUpdate was called with empty array of entities
2020-06-15 17:21:29 +02:00
8cba2626be Added entity filering support and fixed minor bug 2020-06-10 15:35:42 +02:00
13e6ed8fd5 ECS core imprevement
-Adedd function to resize array to Mallocator
-significant speed up for first time ID allocation by using resizeArray instead of makeArray
-fix: onUpdate called with zero length arrays
-call updateBlocks before updateEvents (it's more accurate behaviour)
-some minore fixes
-fixed meson.build for GDC
2020-06-06 22:26:59 +02:00
66860b9042 Android update and small improvements
-fixed code do cross compiling to android
-fixed build with GCC (workaround)
-added little benchmark
-several small fixes
-updated meson build (demos building, working with GCC, LDC and DMD)
-added some meson options
-added ImGUI bind for OpenGL3
2020-06-01 11:24:50 +02:00
7a0ddf7494 Bugfix update
-fixed critical bug with adding entities
-fixed small bug with adding entity with replacement components which entity hasn't
-added multiple asserts to faster bug detection in future
2020-05-28 15:53:05 +02:00
3719cdaee0 Some small fixes 2020-05-28 09:39:17 +02:00
f964d7bf85 Added more tests
-added Vector test
-added HashMap test
-added EntityMeta test
-added default hashing function to hashmap
2020-05-27 19:46:11 +02:00
6929f5a748 Mostly bugfix update + empty components support and remove EntityID from Event structure
-empty components now take no memory, so flag components is now far better
-added test for critical bug
-fixed critical bug with adding/removing entities form inside events
-fixed small bug with TestRunner
-improve basic tests
-fixed betterC compilation on DMD
-remove EntityID form Event structure
-added "return" attribute to some functions
-moved some code from Tempalte side to actual implementation
-fixed bug with EntityTemplate copying
-commented out some possibliy unused code
-use code formatter
2020-05-27 17:03:44 +02:00
15cd57dbcb Basic update, multithreading emplate support, fixed
-Added possibility to add entity form template + components to replace template data
-basic tests for new functionality
-small performance improvement for events
-added ComponentRef structure which contain data pointer and component ID
-now events are called before entities removing
2020-05-24 21:57:48 +02:00
233f4abd47 Added job_id parameter to EntitiesData (index of currently executing job) 2020-05-23 10:53:36 +02:00
43f8755a39 Fixed ECS bug related to adding/removing entities inside onAdd/onRemove entity callback
Now whole committing process is called in specific order:
 - UpdateBlocks
 - ChangeEntities
 - RemoveEntities
 - HandleEvents
Whole process is repeated until there will be no more changes to commit
2020-05-22 15:44:31 +02:00
9589a5cb2d FIxed GDC compilation (basic betterC WIP) and some improvements
-fixed issue with adding/removing entities inside events handling
-fixed EntityMeta.getComponent() (added check if component_id is valid)
-added function hasComponent to entity to check if component exists
2020-05-14 22:18:57 +02:00
dd491302af Fixed system reregistration issue and added funtion to allocate EntityTEmplate as copy of different teamplte 2020-05-13 15:31:26 +02:00
1b925b7ab1 Change component name from "modified" to "writable" 2020-05-12 17:30:57 +02:00
5e884352ba Add support for external depencencies 2020-05-12 17:28:31 +02:00
f6e7af1014 Some preformance tests and added EntityMeta structure 2020-05-07 21:58:34 +02:00
4bd5a37b5d Demo update and start counting tests times
-Fixed performance issue with multithreading and rendering
-start making better shaders (by using many macros)
-speed up rendeing when maximum objects count was reached
-remove map rendering form Snake demo, and render entities by themself
-start adding depth and color rendering parameters
-added properly names to jobs (for debugging purpses)
-starts adding multithreaded rendering
-added some math to vectors
-changes execute() to willExecute(). Probably should have different name.
2020-05-07 14:07:07 +02:00
46aba822d0 Improved documentation and removed some old code 2020-05-06 10:55:40 +02:00
5411e97cb1 Move ECS to Bubel module 2020-05-05 16:56:51 +02:00