bubel-ecs/source/bubel/ecs/simple_vector.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

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;
}