-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
77 lines
1.7 KiB
D
77 lines
1.7 KiB
D
module bubel.ecs.simple_vector;
|
|
|
|
import bubel.ecs.std;
|
|
|
|
//import core.stdc.string;
|
|
|
|
/************************************************************************************************************************
|
|
Vector for byte data. Simpler than standard template-based implementation designed for better performance. \
|
|
Rellocates 1024 elements at once instead of doubling size.
|
|
*/
|
|
struct SimpleVector
|
|
{
|
|
|
|
@disable this(this);
|
|
|
|
///Add element to vector
|
|
void add(ubyte el) nothrow @nogc
|
|
{
|
|
while (used >= data.length)
|
|
{
|
|
if (data is null)
|
|
data = Mallocator.makeArray!ubyte(1024);
|
|
else
|
|
data = Mallocator.expandArray(data, data.length);
|
|
}
|
|
data[used++] = el;
|
|
}
|
|
|
|
///Add array of elements to vector
|
|
void add(ubyte[] el) nothrow @nogc
|
|
{
|
|
while (used + el.length >= data.length)
|
|
{
|
|
if (data is null)
|
|
data = Mallocator.makeArray!ubyte(1024);
|
|
else
|
|
data = Mallocator.expandArray(data, data.length);
|
|
}
|
|
memcpy(data.ptr + used, el.ptr, el.length);
|
|
used += el.length;
|
|
}
|
|
|
|
///Return vector length
|
|
size_t length() nothrow @nogc
|
|
{
|
|
return used;
|
|
}
|
|
|
|
export ref ubyte opIndex(size_t pos) nothrow @nogc
|
|
{
|
|
return data[pos];
|
|
}
|
|
|
|
export ubyte[] opSlice() nothrow @nogc
|
|
{
|
|
return data[0 .. used];
|
|
}
|
|
|
|
export ubyte[] opSlice(size_t x, size_t y) nothrow @nogc
|
|
{
|
|
return data[x .. y];
|
|
}
|
|
|
|
export size_t opDollar() nothrow @nogc
|
|
{
|
|
return used;
|
|
}
|
|
|
|
///set vector length to 0
|
|
void clear() nothrow @nogc
|
|
{
|
|
used = 0;
|
|
}
|
|
|
|
ubyte[] data = null;
|
|
size_t used = 0;
|
|
}
|