bubel-ecs/demos/source/gui/manager.d
Dawid Masiukiewicz 024356df9b Common update:
-added multiple new function to allocate template and add entity
-updated README.md (complete initial version)
-empty components now don't take memory
-fixedd small bug with TestRunner
-added many new tests (HashMap, Vector, EntityMeta, ...)
-added default hashing function to HashMap
-fixed critical bug with adding entities
-fixed small bug with adding entity with remplacement components
-added asserts into code to better bug detection
-small performance improvement for events
-added ComponentRef structure which contain data pointer and componentID
-remove EntityID from Event structure
-now events are handled before removing entiteis
-fixed GDC compilation
-fixed rendering of rotated sprites
-added weapons as separate entities to space ship and others
-added Tower enemy to SpaceInvaders demo
-added Boss to SpaceInvaders demo (boss has four tower attached to it)
-Boss towers shoot multiple bullets upon death
-fixed critical bug with demos switching
-fixed critical bug related to adding/removing entities form inside onAdd/onRemove entity callback
-added animation support
-added particles sypport and particles for firing and explostions, and more
-multithreaded rendering now has same rendering order as singlethreaded
-application automaticallu detect host CPU threads count
-added upgrades to SPaceInvaders demo
-fixed texture memory freeing
-improved documentation
-improved multithreaded performance
-improve shader code
-fixed registration issue
-some additional performance improvements
-added depth and colors to rendering parameters
-jobs now has names corresponding to their systems
-change execute() -> willExecute()
-added EntityMeta structure to speedup getting fetching components form entity
-improved multithreading rendering
-added possibility tio change number of threads runtime
-added bullets collision detection in SpaceInvaders demo
-some CI changes
-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
-added many new sprites to atlas
-fixed critical bug with CPU usage in multithreaded mode
-snake render tile coresponding to body part
-snake is destroyed after collision and emit some particles
-added some functionality to vectors
-fixed documentation issue in Manager.d
-more minor code changes and cleanup
2020-05-28 16:48:42 +00:00

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2.4 KiB
D

module gui.manager;
import app;
import cimgui.cimgui;
import bubel.ecs.std;
import bubel.ecs.system;
import bubel.ecs.vector;
import bubel.ecs.entity;
import gui.system;
import gui.template_;
extern(C):
struct GUIManager
{
Vector!SystemGUI systems;
Vector!TemplateGUI templates;
uint selected_tempalte = 0;
void clear()
{
foreach(tmpl; templates)
{
launcher.manager.freeTemplate(tmpl.tmpl);
}
systems.clear();
templates.clear();
selected_tempalte = 0;
}
EntityTemplate* getSelectedTemplate()
{
if(templates.length > selected_tempalte)return templates[selected_tempalte].tmpl;
else return null;
}
void addSystem(ushort id, const (char)* name, bool enabled = true)
{
System* system = launcher.manager.getSystem(id);
//const (char)* name =
systems.add(SystemGUI(name,system,enabled));
}
void addTemplate(ushort[] components, const (char)* name)
{
templates.add(TemplateGUI(name, launcher.manager.allocateTemplate(components)));
}
void addTemplate(EntityTemplate* tmpl, const (char)* name)
{
templates.add(TemplateGUI(name, tmpl));
}
void gui()
{
if(igCollapsingHeader("Systems", ImGuiTreeNodeFlags_Framed | ImGuiTreeNodeFlags_SpanFullWidth | ImGuiTreeNodeFlags_FramePadding))
{
bool true_ = true;
igIndent(8);
foreach(ref SystemGUI system;systems)
{
if(igCheckbox(system.name,&system.enabled))
{
if(system.enabled)system.system.enable();
else system.system.disable();
}
}
igUnindent(8);
}
}
void toolGui()
{
if(templates.length)
{
if(igBeginCombo("Template",templates[selected_tempalte].name,0))
{
foreach(i, tmpl; templates)
{
if(igSelectable(tmpl.name,false,0,ImVec2(0,0)))
{
selected_tempalte = cast(uint)i;
}
}
igEndCombo();
}
}
else
{
if(igBeginCombo("Template",null,0))igEndCombo();
}
}
}