Sdk/BaseComponent: Add OnEntityDisabled and OnEntityEnabled callbacks
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@ -63,6 +63,7 @@ Nazara Development Kit:
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- Add linear and angular damping accessor to PhysicsComponent3D
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- Fix GraphicsComponent cloning not copying renderable local matrices
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- ⚠️ Rename PhysicsComponent3D::[Get|Set]Velocity to [Get|Set]LinearVelocity
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- Add OnEntityDisabled and OnEntityEnabled callbacks to BaseComponent
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# 0.4:
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@ -50,6 +50,8 @@ namespace Ndk
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virtual void OnComponentDetached(BaseComponent& component);
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virtual void OnDetached();
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virtual void OnEntityDestruction();
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virtual void OnEntityDisabled();
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virtual void OnEntityEnabled();
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void SetEntity(Entity* entity);
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@ -42,7 +42,7 @@ namespace Ndk
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const EntityHandle& Clone() const;
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inline void Disable();
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inline void Enable(bool enable = true);
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void Enable(bool enable = true);
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inline BaseComponent& GetComponent(ComponentIndex index);
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template<typename ComponentType> ComponentType& GetComponent();
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@ -38,20 +38,6 @@ namespace Ndk
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Enable(false);
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}
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/*!
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* \brief Enables the entity
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*
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* \param enable Should the entity be enabled
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*/
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inline void Entity::Enable(bool enable)
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{
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if (m_enabled != enable)
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{
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m_enabled = enable;
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Invalidate();
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}
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}
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/*!
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* \brief Gets a component in the entity by index
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* \return A reference to the component
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@ -63,6 +63,26 @@ namespace Ndk
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{
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}
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/*!
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* \brief Operation to perform when the entity is disabled
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*
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* \remark Disabling an entity will remove it from systems it belongs to, but sometimes the entity will need to do
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* additional work in order to be properly disabled (i.e.: disabling physics simulation & collisions)
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*/
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void BaseComponent::OnEntityDisabled()
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{
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}
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/*!
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* \brief Operation to perform when the entity is disabled
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*
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* \remark Enabling an entity will add it back to systems it belongs to, but sometimes the entity will need to do
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* additional work in order to be properly re-enabled (i.e.: enabling physics simulation & collisions)
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*/
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void BaseComponent::OnEntityEnabled()
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{
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}
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std::vector<BaseComponent::ComponentEntry> BaseComponent::s_entries;
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std::unordered_map<ComponentId, ComponentIndex> BaseComponent::s_idToIndex;
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}
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@ -96,6 +96,10 @@ namespace Ndk
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m_components[i]->OnComponentAttached(component);
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}
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// If we are currently disabled, inform the component
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if (!m_enabled)
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component.OnEntityDisabled();
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return component;
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}
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@ -106,7 +110,6 @@ namespace Ndk
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* \remark The close is enable by default, even if the original is disabled
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* \remark Produces a NazaraAssert if the entity is not valid
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*/
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const EntityHandle& Entity::Clone() const
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{
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NazaraAssert(IsValid(), "Invalid entity");
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@ -114,10 +117,34 @@ namespace Ndk
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return m_world->CloneEntity(m_id);
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}
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/*!
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* \brief Enables the entity
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*
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* \param enable Should the entity be enabled
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*/
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void Entity::Enable(bool enable)
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{
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if (m_enabled != enable)
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{
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m_enabled = enable;
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if (m_enabled)
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{
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for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
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m_components[i]->OnEntityEnabled();
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}
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else
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{
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for (std::size_t i = m_componentBits.FindFirst(); i != m_componentBits.npos; i = m_componentBits.FindNext(i))
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m_components[i]->OnEntityDisabled();
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}
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Invalidate();
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}
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}
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/*!
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* \brief Kills the entity
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*/
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void Entity::Kill()
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{
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m_world->KillEntity(this);
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@ -138,12 +138,11 @@ namespace Ndk
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*
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* \param id Identifier of the entity
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*
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* \remark Produces a NazaraError if the entity to clone does not exist
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* \remark Cloning a disabled entity will produce an enabled clone
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*/
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const EntityHandle& World::CloneEntity(EntityId id)
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{
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EntityHandle original = GetEntity(id);
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const EntityHandle& original = GetEntity(id);
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if (!original)
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{
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NazaraError("Invalid entity ID");
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@ -151,6 +150,8 @@ namespace Ndk
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}
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const EntityHandle& clone = CreateEntity();
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if (!original->IsEnabled())
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clone->Disable();
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const Nz::Bitset<>& componentBits = original->GetComponentBits();
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for (std::size_t i = componentBits.FindFirst(); i != componentBits.npos; i = componentBits.FindNext(i))
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@ -159,6 +160,8 @@ namespace Ndk
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clone->AddComponent(std::move(component));
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}
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clone->Enable();
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return clone;
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}
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