bubel-ecs/source/bubel/ecs/core.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

115 lines
3.3 KiB
D

/************************************************************************************************************************
This module contain main templates for user.
There are three structure templates (mixins) which should be added on top of structure:
$(LIST
* System: make system structure
* Component: make component structure
* Event: make event structure
)
---
Struct System1
{
mixin!ECS.System;
}
Struct System2
{
mixin!ECS.System(16);//set number of jobs generated for system by multithreaded update
}
Struct Component1
{
mixin!ECS.Component;
}
Struct Event1
{
mixin!ECS.Event;
}
---
There is also template for generating list of excluded components "ExcludedComponets(T...)".
This template takes component structure types and making list of excluded components used in "registerSystem" function.
---
Struct System1
{
mixin!ECS.System;
struct EntitiesData
{
... //used components
}
ExcludedComponets!(Comp1, Comp2);
}
---
Copyright: Copyright © 2018-2019, Dawid Masiukiewicz, Michał Masiukiewicz
License: BSD 3-clause, see LICENSE file in project root folder.
*/
module bubel.ecs.core;
public import bubel.ecs.manager;
public import bubel.ecs.entity;
/************************************************************************************************************************
Main struct used as namespace for templates.
*/
static struct ECS
{
/************************************************************************************************************************
Mark structure as System. Should be added on top of structure (before any data).
*/
mixin template System(uint jobs_count = 32)
{
__gshared ushort system_id = ushort.max;
uint __ecs_jobs_count = jobs_count;
}
/************************************************************************************************************************
Mark structure as Component. Should be added on top of structure (before any data).
*/
mixin template Component()
{
__gshared ushort component_id = ushort.max;
ComponentRef ref_() @nogc nothrow return
{
return ComponentRef(&this, component_id);
}
}
/************************************************************************************************************************
Mark structure as Event. Should be added on top of structure (before any data).
*/
mixin template Event()
{
__gshared ushort event_id = ushort.max;
}
/************************************************************************************************************************
Make list of excluded components. This template get structure types as argument. Should be added inside System structure.
*/
mixin template ExcludedComponents(T...)
{
alias ExcludedComponents = T;
}
/************************************************************************************************************************
Make list of readonly ependencies. This template get strings as arguments. Should be added inside System structure.
*/
mixin template ReadOnlyDependencies(T...)
{
alias ReadOnlyDependencies = T;
}
/************************************************************************************************************************
Make list of writable ependencies. This template get strings as arguments. Should be added inside System structure.
*/
mixin template WritableDependencies(T...)
{
alias WritableDependencies = T;
}
}