-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
169 lines
5.4 KiB
D
169 lines
5.4 KiB
D
/************************************************************************************************************************
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System module.
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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.system;
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import bubel.ecs.entity;
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import bubel.ecs.manager;
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/************************************************************************************************************************
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System contain data required to proper glue EntityManager with Systems.
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System callbacks:
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$(LIST
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* void onUpdate(EntitesData);
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* void onEnable() - called inside system.enable() function
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* void onDisable() - called inside system.disable() function
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* bool onBegin() - called inside manager.begin()
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* void onEnd() - called inside manager.end()
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* void onCreate() - called after registration inside registerSystem function
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* void onDestroy() - called during re-registration and inside manager destructor
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* void onAddEntity(EntitesData) - called for every entity which are assigned to system (by adding new entity or changing its components)
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* void onRemoveEntity(EntitiesData) - called for every entity removed from system update process
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* void onChangeEntity(EntitiesData) - called for every entity which components are changed but it was previously assigned to system
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* void handleEvent(Entity*, Event) - called for every event supported by system
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)
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*/
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struct System
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{
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/************************************************************************************************************************
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Check if system is enabled.
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*/
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export bool enabled() nothrow @nogc
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{
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return m_enabled;
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}
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/************************************************************************************************************************
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Enable system. If actually it is enabled function do nothing.
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*/
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export void enable() nothrow @nogc
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{
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if (!m_enabled && m_enable)
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(cast(void function(void*) nothrow @nogc) m_enable)(m_system_pointer);
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m_enabled = true;
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}
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/************************************************************************************************************************
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Disable system. If actually it is disabled function do nothing.
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*/
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export void disable() nothrow @nogc
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{
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if (m_enabled && m_disable)
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(cast(void function(void*) nothrow @nogc) m_disable)(m_system_pointer);
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m_enabled = false;
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}
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/************************************************************************************************************************
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Get system priority.
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*/
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export int priority() nothrow @nogc
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{
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return m_priority;
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}
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/************************************************************************************************************************
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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.
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*/
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export bool willExecute() nothrow @nogc
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{
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return m_execute;
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}
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/************************************************************************************************************************
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Get system id.
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*/
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export ushort id() nothrow @nogc
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{
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return m_id;
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}
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/************************************************************************************************************************
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Get system name.
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*/
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export const(char)[] name() nothrow @nogc
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{
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return cast(const(char)[]) m_name;
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}
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package:
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struct EventCaller
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{
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ushort id;
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void* callback;
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}
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///should system be executed in current update?
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bool m_execute = true;
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///system id
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ushort m_id;
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///is system empty? Empty systems don't update entities, and is called once per update
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bool m_empty = false;
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///should system update and catch events?
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bool m_enabled = false;
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///system priority
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int m_priority;
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///pointer to system implementation
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void* m_system_pointer;
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///system pass index
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int m_pass;
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///system name
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char[] m_name;
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///required components
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ushort[] m_components;
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///excluded components
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ushort[] m_excluded_components;
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///optional components
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ushort[] m_optional_components;
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EntityManager.Job[] jobs;
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//System*[] m_dependencies;
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ushort[] m_read_only_components;
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ushort[] m_writable_components;
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ushort[] m_readonly_dependencies;
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ushort[] m_writable_dependencies;
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EntityManager.SystemCaller* m_any_system_caller;
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EventCaller[] m_event_callers;
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//void function(ref EntityManager.CallData data) m_update;
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void* m_update; ///workaroud for DMD bug with upper line
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void delegate() m_update_delegate;
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//void function(void* system_pointer) m_enable;
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//void function(void* system_pointer) m_disable;
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//void function(void* system_pointer) m_create;
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//void function(void* system_pointer) m_destroy;
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//void function(void* system_pointer) m_begin;
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//void function(void* system_pointer) m_end;
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void* m_enable;
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void* m_disable;
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void* m_create;
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void* m_destroy;
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void* m_begin;
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void* m_end;
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void* m_add_entity;
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void* m_remove_entity;
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void* m_change_entity;
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//void function(ref EntityManager.CallData data) m_initialize;
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//void function(ref EntityManager.CallData data) m_deinitilize;
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void* m_initialize;
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void* m_deinitilize;
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}
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