bubel-ecs/source/bubel/ecs/system.d
2020-05-05 16:56:51 +02:00

166 lines
4.7 KiB
D

/************************************************************************************************************************
System module.
Copyright: Copyright © 2018-2019, Dawid Masiukiewicz, Michał Masiukiewicz
License: BSD 3-clause, see LICENSE file in project root folder.
*/
module bubel.ecs.system;
import bubel.ecs.entity;
import bubel.ecs.manager;
/************************************************************************************************************************
System contain data required to proper glue EntityManager with Systems.
System callbacks:
$(LIST
* void onUpdate(EntitesData);
* void onEnable()
* void onDisable();
* bool onBegin();
* void onEnd();
* void onCreate()
* void onDestroy();
* void onAddEntity(EntitesData);
* void onRemoveEntity(EntitiesData);
* void onChangeEntity(EntitiesData);
* void handleEvent(Entity*, Event);
)
*/
struct System
{
/************************************************************************************************************************
Check if system is enabled.
*/
export bool enabled() nothrow @nogc
{
return m_enabled;
}
/************************************************************************************************************************
Enable system. If actually it is enabled function do nothing.
*/
export void enable() nothrow @nogc
{
if (!m_enabled && m_enable)
(cast(void function(void*) nothrow @nogc) m_enable)(m_system_pointer);
m_enabled = true;
}
/************************************************************************************************************************
Disable system. If actually it is disabled function do nothing.
*/
export void disable() nothrow @nogc
{
if (m_enabled && m_disable)
(cast(void function(void*) nothrow @nogc) m_disable)(m_system_pointer);
m_enabled = false;
}
/************************************************************************************************************************
Get system priority.
*/
export int priority() nothrow @nogc
{
return m_priority;
}
/************************************************************************************************************************
Get system priority.
*/
export bool execute() nothrow @nogc
{
return m_execute;
}
/************************************************************************************************************************
Get system priority.
*/
export ushort id() nothrow @nogc
{
return m_id;
}
/************************************************************************************************************************
Get system name.
*/
export const(char)[] name() nothrow @nogc
{
return cast(const(char)[]) m_name;
}
package:
struct EventCaller
{
ushort id;
void* callback;
}
///should system be executed in current update?
bool m_execute = true;
///system id
ushort m_id;
///is system empty? Empty systems don't update entities, and is called once per update
bool m_empty = false;
///should system update and catch events?
bool m_enabled = false;
///system priority
int m_priority;
///pointer to system implementation
void* m_system_pointer;
///system pass index
int m_pass;
///system name
char[] m_name;
///required components
ushort[] m_components;
///excluded components
ushort[] m_excluded_components;
///optional components
ushort[] m_optional_components;
EntityManager.Job[] jobs;
//System*[] m_dependencies;
ushort[] m_read_only_components;
ushort[] m_modified_components;
EntityManager.SystemCaller* m_any_system_caller;
EventCaller[] m_event_callers;
//void function(ref EntityManager.CallData data) m_update;
void* m_update; ///workaroud for DMD bug with upper line
void delegate() m_update_delegate;
//void function(void* system_pointer) m_enable;
//void function(void* system_pointer) m_disable;
//void function(void* system_pointer) m_create;
//void function(void* system_pointer) m_destroy;
//void function(void* system_pointer) m_begin;
//void function(void* system_pointer) m_end;
void* m_enable;
void* m_disable;
void* m_create;
void* m_destroy;
void* m_begin;
void* m_end;
void* m_add_entity;
void* m_remove_entity;
void* m_change_entity;
//void function(ref EntityManager.CallData data) m_initialize;
//void function(ref EntityManager.CallData data) m_deinitilize;
void* m_initialize;
void* m_deinitilize;
}