bubel-ecs/source/bubel/ecs/system.d

265 lines
8 KiB
D

/************************************************************************************************************************
System module.
Copyright: Copyright © 2018-2023, 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() - called inside system.enable() function
* void onDisable() - called inside system.disable() function
* bool onBegin() - called inside manager.begin()
* void onEnd() - called inside manager.end()
* void onCreate() - called after registration inside registerSystem function
* void onDestroy() - called during re-registration and inside manager destructor
* void onAddEntity(EntitesData) - called for every entity which are assigned to system (by adding new entity or changing its components)
* void onRemoveEntity(EntitiesData) - called for every entity removed from system update process
* void onChangeEntity(EntitiesData) - called for every entity which components are changed but it was previously assigned to system
* void handleEvent(Entity*, Event) - called for every event supported by system
)
*/
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 if system will be executed during current frame. Should be checked after manager.begin(). Its value is setted as result of manager.onBegin() callback.
*/
export bool willExecute() nothrow @nogc
{
return m_execute;
}
/************************************************************************************************************************
Get system id.
*/
export ushort id() nothrow @nogc
{
return m_id;
}
/************************************************************************************************************************
Get system name.
*/
export const(char)[] name() nothrow @nogc
{
return cast(const(char)[]) m_name;
}
/************************************************************************************************************************
Return false if system was unregistered, true otherwise.
*/
export bool isAlive() nothrow @nogc
{
return m_system_pointer != null;
}
/************************************************************************************************************************
Return pointer to user side system object
*/
export void* ptr() nothrow @nogc
{
return m_system_pointer;
}
package:
///destory system. Dispose all data
export void destroy() nothrow @nogc
{
import bubel.ecs.std : Mallocator;
destroySystemData();
if (m_name)
{
Mallocator.dispose(m_name);
m_name = null;
}
}
///destroy all system data but keeps name which is used for case of system re-registration
void destroySystemData() nothrow @nogc
{
import bubel.ecs.std : Mallocator;
disable();
if (m_destroy)
{
(cast(void function(void*) nothrow @nogc) m_destroy)(m_system_pointer);
m_destroy = null;
}
if (m_components)
{
Mallocator.dispose(m_components);
m_components = null;
}
if (m_excluded_components)
{
Mallocator.dispose(m_excluded_components);
m_excluded_components = null;
}
if (m_optional_components)
{
Mallocator.dispose(m_optional_components);
m_optional_components = null;
}
if (jobs)
{
Mallocator.dispose(jobs);
jobs = null;
}
if (m_read_only_components)
{
Mallocator.dispose(m_read_only_components);
m_read_only_components = null;
}
if (m_writable_components)
{
Mallocator.dispose(m_writable_components);
m_writable_components = null;
}
if (m_readonly_dependencies)
{
Mallocator.dispose(m_readonly_dependencies);
m_readonly_dependencies = null;
}
if (m_writable_dependencies)
{
Mallocator.dispose(m_writable_dependencies);
m_writable_dependencies = null;
}
if (m_event_callers)
{
Mallocator.dispose(m_event_callers);
m_event_callers = null;
}
if (m_system_pointer)
{
Mallocator.dispose(m_system_pointer);
m_system_pointer = null;
}
}
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_writable_components;
ushort[] m_readonly_dependencies;
ushort[] m_writable_dependencies;
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* m_filter_entity;
//void function(ref EntityManager.CallData data) m_initialize;
//void function(ref EntityManager.CallData data) m_deinitilize;
void* m_initialize;
void* m_deinitilize;
}