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