Fixed docs, ids changed to const references
This commit is contained in:
parent
7c49ab4f04
commit
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2 changed files with 248 additions and 181 deletions
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@ -21,6 +21,18 @@
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namespace EC
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{
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/*!
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\brief Manages an EntityComponent system.
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EC::Manager must be created with a list of all used Components and all used tags.
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Note that all components must have a default constructor.
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Example:
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\code{.cpp}
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EC::Manager<TypeList<C0, C1, C2>, TypeList<T0, T1>> manager;
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\endcode
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*/
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template <typename ComponentsList, typename TagsList>
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struct Manager
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{
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@ -45,6 +57,12 @@ namespace EC
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std::size_t currentSize = 0;
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public:
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/*!
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\brief Initializes the manager with a default capacity.
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The default capacity is set with macro EC_INIT_ENTITIES_SIZE,
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and will grow by amounts of EC_GROW_SIZE_AMOUNT when needed.
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*/
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Manager()
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{
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resize(EC_INIT_ENTITIES_SIZE);
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@ -72,6 +90,13 @@ namespace EC
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}
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public:
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/*!
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\brief Adds an entity to the system, returning the ID of the entity.
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WARNING: The ID of an entity may change after calls to cleanup().
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Usage of entity IDs should be safe during initialization.
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Otherwise, only use the ID given during usage of forMatchingSignature().
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*/
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std::size_t addEntity()
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{
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if(currentSize == currentCapacity)
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@ -84,44 +109,120 @@ namespace EC
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return currentSize++;
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}
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void deleteEntity(std::size_t index)
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/*!
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\brief Marks an entity for deletion.
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A deleted Entity is not actually deleted until cleanup() is called.
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While an Entity is "deleted" but still in the system, calls to forMatchingSignature()
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will ignore the Entity.
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*/
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void deleteEntity(const std::size_t& index)
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{
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std::get<bool>(entities.at(index)) = false;
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}
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bool hasEntity(std::size_t index) const
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/*!
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\brief Checks if the Entity with the given ID is in the system.
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Note that deleted Entities that haven't yet been cleaned up (via cleanup()) are
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considered still in the system.
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*/
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bool hasEntity(const std::size_t& index) const
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{
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return index < currentSize;
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}
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bool isAlive(std::size_t index) const
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/*!
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\brief Checks if the Entity is not marked as deleted.
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Note that invalid Entities (Entities where calls to hasEntity() returns false)
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will return false.
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*/
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bool isAlive(const std::size_t& index) const
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{
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return hasEntity(index) && std::get<bool>(entities.at(index));
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}
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const EntitiesTupleType& getEntityInfo(std::size_t index) const
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/*!
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\brief Returns a const reference to an Entity's info.
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An Entity's info is a std::tuple with a bool, std::size_t, and a bitset.
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\n The bool determines if the Entity is alive.
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\n The std::size_t is the ID to this Entity's data in the system.
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\n The bitset shows what Components and Tags belong to the Entity.
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*/
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const EntitiesTupleType& getEntityInfo(const std::size_t& index) const
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{
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return entities.at(index);
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}
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/*!
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\brief Returns a reference to a component belonging to the given Entity.
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This function will return a reference to a Component regardless of whether or
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not the Entity actually owns the reference. If the Entity doesn't own the Component,
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changes to the Component will not affect any Entity. It is recommended to use
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hasComponent() to determine if the Entity actually owns that Component.
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*/
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template <typename Component>
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Component& getEntityData(std::size_t index)
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Component& getEntityData(const std::size_t& index)
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{
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return std::get<std::vector<Component> >(componentsStorage).at(std::get<std::size_t>(entities.at(index)));
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}
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/*!
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\brief Returns a reference to a component belonging to the given Entity.
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Note that this function is the same as getEntityData().
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This function will return a reference to a Component regardless of whether or
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not the Entity actually owns the reference. If the Entity doesn't own the Component,
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changes to the Component will not affect any Entity. It is recommended to use
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hasComponent() to determine if the Entity actually owns that Component.
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*/
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template <typename Component>
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bool hasComponent(std::size_t index) const
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Component& getEntityComponent(const std::size_t& index)
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{
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return getEntityData<Component>(index);
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}
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/*!
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\brief Checks whether or not the given Entity has the given Component.
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Example:
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\code{.cpp}
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manager.hasComponent<C0>(entityID);
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\endcode
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*/
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template <typename Component>
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bool hasComponent(const std::size_t& index) const
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{
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return std::get<BitsetType>(entities.at(index)).template getComponentBit<Component>();
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}
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/*!
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\brief Checks whether or not the given Entity has the given Tag.
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Example:
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\code{.cpp}
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manager.hasTag<T0>(entityID);
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\endcode
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*/
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template <typename Tag>
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bool hasTag(std::size_t index) const
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bool hasTag(const std::size_t& index) const
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{
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return std::get<BitsetType>(entities.at(index)).template getTagBit<Tag>();
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}
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/*!
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\brief Does garbage collection on Entities.
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Does housekeeping on the vector containing Entities that will result in
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entity IDs changing if some Entities were marked for deletion.
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<b>This function should be called periodically to correctly handle deletion of entities.</b>
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*/
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void cleanup()
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{
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if(currentSize == 0)
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@ -168,8 +269,33 @@ namespace EC
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currentSize = rhs + 1;
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}
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/*!
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\brief Adds a component to the given Entity.
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Additional parameters given to this function will construct the Component with those
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parameters.
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Note that if the Entity already has the same component, then it will be overwritten
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by the newly created Component with the given arguments.
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Example:
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\code{.cpp}
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struct C0
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{
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// constructor is compatible as a default constructor
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C0(int a = 0, char b = 'b') :
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a(a), b(b)
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{}
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int a;
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char b;
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}
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manager.addComponent<C0>(entityID, 10, 'd');
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\endcode
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*/
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template <typename Component, typename... Args>
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void addComponent(std::size_t entityID, Args&&... args)
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void addComponent(const std::size_t& entityID, Args&&... args)
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{
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if(!hasEntity(entityID) || !isAlive(entityID))
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{
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@ -182,8 +308,18 @@ namespace EC
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std::get<std::vector<Component> >(componentsStorage)[std::get<std::size_t>(entities[entityID])] = std::move(component);
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}
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/*!
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\brief Removes the given Component from the given Entity.
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If the Entity does not have the Component given, nothing will change.
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Example:
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\code{.cpp}
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manager.removeComponent<C0>(entityID);
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\endcode
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*/
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template <typename Component>
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void removeComponent(std::size_t entityID)
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void removeComponent(const std::size_t& entityID)
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{
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if(!hasEntity(entityID) || !isAlive(entityID))
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{
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std::get<BitsetType>(entities[entityID]).template getComponentBit<Component>() = false;
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}
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/*!
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\brief Adds the given Tag to the given Entity.
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Example:
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\code{.cpp}
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manager.addTag<T0>(entityID);
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\endcode
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*/
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template <typename Tag>
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void addTag(std::size_t entityID)
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void addTag(const std::size_t& entityID)
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{
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if(!hasEntity(entityID) || !isAlive(entityID))
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{
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std::get<BitsetType>(entities[entityID]).template getTagBit<Tag>() = true;
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}
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/*!
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\brief Removes the given Tag from the given Entity.
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If the Entity does not have the Tag given, nothing will change.
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Example:
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\code{.cpp}
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manager.removeTag<T0>(entityID);
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\endcode
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*/
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template <typename Tag>
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void removeTag(std::size_t entityID)
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void removeTag(const std::size_t& entityID)
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{
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if(!hasEntity(entityID) || !isAlive(entityID))
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{
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struct ForMatchingSignatureHelper
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{
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template <typename CType, typename Function>
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static void call(std::size_t entityID, CType& ctype, Function&& function)
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static void call(const std::size_t& entityID, CType& ctype, Function&& function)
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{
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function(
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entityID,
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}
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template <typename CType, typename Function>
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void callInstance(std::size_t entityID, CType& ctype, Function&& function) const
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void callInstance(const std::size_t& entityID, CType& ctype, Function&& function) const
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{
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ForMatchingSignatureHelper<Types...>::call(entityID, ctype, std::forward<Function>(function));
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}
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};
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public:
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/*!
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\brief Calls the given function on all Entities matching the given Signature.
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The function object given to this function must accept std::size_t as its first
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parameter and Component references for the rest of the parameters. Tags specified in the
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Signature are only used as filters and will not be given as a parameter to the function.
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Example:
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\code{.cpp}
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manager.forMatchingSignature<TypeList<C0, C1, T0>>([] (std::size_t ID, C0& component0, C1& component1) {
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// Lambda function contents here
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});
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\endcode
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Note, the ID given to the function is not permanent. An entity's ID may change when cleanup() is called.
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*/
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template <typename Signature, typename Function>
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void forMatchingSignature(Function&& function)
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{
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std::vector<std::function<void()> > forMatchingFunctions;
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public:
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/*!
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\brief Stores a function in the manager to be called later.
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As an alternative to calling functions directly with
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forMatchingSignature(), functions can be stored in the manager to
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be called later with callForMatchingFunctions() and removed with
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clearForMatchingFunctions().
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The syntax for the Function is the same as with forMatchingSignature().
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Example:
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\code{.cpp}
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manager.addForMatchingFunction<TypeList<C0, C1, T0>>([] (std::size_t ID, C0& component0, C1& component1) {
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// Lambda function contents here
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});
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manager.callForMatchingFunctions(); // call all stored functions
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manager.clearForMatchingFunctions(); // remove all stored functions
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\endcode
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*/
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template <typename Signature, typename Function>
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void addForMatchingFunction(Function&& function)
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{
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});
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}
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/*!
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\brief Call all stored functions.
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Example:
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\code{.cpp}
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manager.addForMatchingFunction<TypeList<C0, C1, T0>>([] (std::size_t ID, C0& component0, C1& component1) {
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// Lambda function contents here
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});
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manager.callForMatchingFunctions(); // call all stored functions
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manager.clearForMatchingFunctions(); // remove all stored functions
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\endcode
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*/
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void callForMatchingFunctions()
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{
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for(auto functionIter = forMatchingFunctions.begin(); functionIter != forMatchingFunctions.end(); ++functionIter)
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}
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}
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/*!
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\brief Remove all stored functions.
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Example:
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\code{.cpp}
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manager.addForMatchingFunction<TypeList<C0, C1, T0>>([] (std::size_t ID, C0& component0, C1& component1) {
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// Lambda function contents here
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});
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manager.callForMatchingFunctions(); // call all stored functions
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manager.clearForMatchingFunctions(); // remove all stored functions
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\endcode
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*/
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void clearForMatchingFunctions()
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{
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forMatchingFunctions.clear();
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#endif
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/*! \class EC::Manager
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\brief Manages an EntityComponent system.
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EC::Manager must be created with a list of all used Components and all used tags.
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Note that all components must have a default constructor.
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Example:
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\code{.cpp}
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EC::Manager<TypeList<C0, C1, C2>, TypeList<T0, T1>> manager;
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\endcode
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*/
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/*! \fn EC::Manager::Manager()
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\brief Initializes the manager with a default capacity.
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The default capacity is set with macro EC_INIT_ENTITIES_SIZE,
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and will grow by amounts of EC_GROW_SIZE_AMOUNT when needed.
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*/
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/*! \fn std::size_t EC::Manager::addEntity()
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\brief Adds an entity to the system, returning the ID of the entity.
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WARNING: The ID of an entity may change after calls to cleanup().
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Usage of entity IDs should be safe during initialization.
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Otherwise, only use the ID given during usage of forMatchingSignature().
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*/
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/*! \fn void EC::Manager::deleteEntity(std::size_t index)
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\brief Marks an entity for deletion.
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A deleted Entity is not actually deleted until cleanup() is called.
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While an Entity is "deleted" but still in the system, calls to forMatchingSignature()
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will ignore the Entity.
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*/
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/*! \fn bool EC::Manager::hasEntity(std::size_t index) const
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\brief Checks if the Entity with the given ID is in the system.
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Note that deleted Entities that haven't yet been cleaned up (via cleanup()) are
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considered still in the system.
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*/
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/*! \fn bool EC::Manager::isAlive(std::size_t index) const
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\brief Checks if the Entity is not marked as deleted.
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Note that invalid Entities (Entities where calls to hasEntity() returns false)
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will return false.
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*/
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/*! \fn const EntitiesTupleType& EC::Manager::getEntityInfo(std::size_t index) const
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\brief Returns a const reference to an Entity's info.
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An Entity's info is a std::tuple with a bool, std::size_t, and a bitset.
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\n The bool determines if the Entity is alive.
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\n The std::size_t is the ID to this Entity's data in the system.
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\n The bitset shows what Components and Tags belong to the Entity.
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*/
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/*! \fn Component& EC::Manager::getEntityData(std::size_t index)
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\brief Returns a reference to a component belonging to the given Entity.
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This function will return a reference to a Component regardless of whether or
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not the Entity actually owns the reference. If the Entity doesn't own the Component,
|
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changes to the Component will not affect any Entity. It is recommended to use
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hasComponent() to determine if the Entity actually owns that Component.
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*/
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/*! \fn bool EC::Manager::hasComponent(std::size_t index) const
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\brief Checks whether or not the given Entity has the given Component.
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Example:
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\code{.cpp}
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manager.hasComponent<C0>(entityID);
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\endcode
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*/
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/*! \fn bool EC::Manager::hasTag(std::size_t index) const
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\brief Checks whether or not the given Entity has the given Tag.
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Example:
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\code{.cpp}
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manager.hasTag<T0>(entityID);
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\endcode
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*/
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/*! \fn void EC::Manager::cleanup()
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\brief Does garbage collection on Entities.
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Does housekeeping on the vector containing Entities that will result in
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entity IDs changing if some Entities were marked for deletion.
|
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<b>This function should be called periodically to correctly handle deletion of entities.</b>
|
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*/
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/*! \fn void EC::Manager::addComponent(std::size_t entityID, Args&&... args)
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\brief Adds a component to the given Entity.
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Additional parameters given to this function will construct the Component with those
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parameters.
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|
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Note that if the Entity already has the same component, then it will be overwritten
|
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by the newly created Component with the given arguments.
|
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|
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Example:
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\code{.cpp}
|
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struct C0
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{
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// constructor is compatible as a default constructor
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C0(int a = 0, char b = 'b') :
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a(a), b(b)
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{}
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int a;
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char b;
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}
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manager.addComponent<C0>(entityID, 10, 'd');
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\endcode
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*/
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/*! \fn void EC::Manager::removeComponent(std::size_t entityID)
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\brief Removes the given Component from the given Entity.
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If the Entity does not have the Component given, nothing will change.
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Example:
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\code{.cpp}
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manager.removeComponent<C0>(entityID);
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\endcode
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*/
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/*! \fn void EC::Manager::addTag(std::size_t entityID)
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\brief Adds the given Tag to the given Entity.
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||||
|
||||
Example:
|
||||
\code{.cpp}
|
||||
manager.addTag<T0>(entityID);
|
||||
\endcode
|
||||
*/
|
||||
|
||||
/*! \fn void EC::Manager::removeTag(std::size_t entityID)
|
||||
\brief Removes the given Tag from the given Entity.
|
||||
|
||||
If the Entity does not have the Tag given, nothing will change.
|
||||
|
||||
Example:
|
||||
\code{.cpp}
|
||||
manager.removeTag<T0>(entityID);
|
||||
\endcode
|
||||
*/
|
||||
|
||||
/*! \fn void EC::Manager::forMatchingSignature(Function&& function)
|
||||
\brief Calls the given function on all Entities matching the given Signature.
|
||||
|
||||
The function object given to this function must accept std::size_t as its first
|
||||
parameter and Component references for the rest of the parameters. Tags specified in the
|
||||
Signature are only used as filters and will not be given as a parameter to the function.
|
||||
|
||||
Example:
|
||||
\code{.cpp}
|
||||
manager.forMatchingSignature<TypeList<C0, C1, T0>>([] (std::size_t ID, C0& component0, C1& component1) {
|
||||
// Lambda function contents here.
|
||||
});
|
||||
\endcode
|
||||
Note, the ID given to the function is not permanent. An entity's ID may change when cleanup() is called.
|
||||
*/
|
||||
|
||||
|
|
|
@ -247,12 +247,18 @@ TEST(EC, FunctionStorage)
|
|||
EC::Manager<ListComponentsAll, ListTagsAll> manager;
|
||||
auto eid = manager.addEntity();
|
||||
manager.addComponent<C0>(eid);
|
||||
manager.addComponent<C1>(eid);
|
||||
|
||||
manager.addForMatchingFunction<EC::Meta::TypeList<C0>>( [] (std::size_t eid, C0& c0) {
|
||||
c0.x = 1;
|
||||
c0.y = 2;
|
||||
});
|
||||
|
||||
manager.addForMatchingFunction<EC::Meta::TypeList<C0, C1>>( [] (std::size_t eid, C0& c0, C1& c1) {
|
||||
c1.vx = c0.x + 10;
|
||||
c1.vy = c1.vx + c0.y + 10;
|
||||
});
|
||||
|
||||
manager.callForMatchingFunctions();
|
||||
|
||||
{
|
||||
|
@ -260,6 +266,11 @@ TEST(EC, FunctionStorage)
|
|||
|
||||
EXPECT_EQ(c0.x, 1);
|
||||
EXPECT_EQ(c0.y, 2);
|
||||
|
||||
auto c1 = manager.getEntityData<C1>(eid);
|
||||
|
||||
EXPECT_EQ(c1.vx, 11);
|
||||
EXPECT_EQ(c1.vy, 23);
|
||||
}
|
||||
|
||||
manager.clearForMatchingFunctions();
|
||||
|
@ -271,6 +282,11 @@ TEST(EC, FunctionStorage)
|
|||
|
||||
EXPECT_EQ(c0.x, 1);
|
||||
EXPECT_EQ(c0.y, 2);
|
||||
|
||||
auto c1 = manager.getEntityData<C1>(eid);
|
||||
|
||||
EXPECT_EQ(c1.vx, 11);
|
||||
EXPECT_EQ(c1.vy, 23);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue