World: Rename Update() to Refresh()
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@ -94,6 +94,7 @@ Nazara Development Kit:
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- Fix TextAreaWidget::Clear crash
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- Add ConstraintComponent2D class
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- Fix CollisionComponent3D initialization (teleportation to their real coordinates) which could sometimes mess up the physics scene.
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- ⚠️ Renamed World::Update() to World::Refresh() for more clarity and to differentiate it from World::Update(elapsedTime)
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# 0.4:
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@ -64,8 +64,9 @@ namespace Ndk
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inline void RemoveSystem(SystemIndex index);
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template<typename SystemType> void RemoveSystem();
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void Update();
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inline void Update(float elapsedTime);
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void Refresh();
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void Update(float elapsedTime);
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World& operator=(const World&) = delete;
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inline World& operator=(World&& world) noexcept;
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@ -278,21 +278,6 @@ namespace Ndk
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RemoveSystem(index);
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}
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/*!
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* \brief Updates the world
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*
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* \param elapsedTime Delta time used for the update
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*/
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inline void World::Update(float elapsedTime)
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{
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Update(); //< Update entities
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// And then update systems
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for (auto& systemPtr : m_orderedSystems)
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systemPtr->Update(elapsedTime);
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}
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/*!
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* \brief Moves a world into another world object
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* \return A reference to the object
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@ -166,12 +166,16 @@ namespace Ndk
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}
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/*!
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* \brief Updates the world
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* \brief Refreshes the world
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*
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* This function will perform all pending operations in the following order:
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* - Reorder systems according to their update order if needed
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* - Moving newly created entities (whose which allocate never-used id) data and handles to normal entity list, this will invalidate references to world EntityHandle
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* - Destroying dead entities and allowing their ids to be used by newly created entities
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* - Update dirty entities, destroying their removed components and filtering them along systems
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*
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* \remark Produces a NazaraAssert if an entity is invalid
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*/
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void World::Update()
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void World::Refresh()
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{
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if (!m_orderedSystemsUpdated)
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ReorderSystems();
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@ -248,6 +252,20 @@ namespace Ndk
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m_dirtyEntities.Reset();
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}
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/*!
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* \brief Updates the world
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*
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* \param elapsedTime Delta time used for the update
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*/
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void World::Update(float elapsedTime)
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{
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Refresh(); //< Update entities
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// And then update systems
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for (auto& systemPtr : m_orderedSystems)
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systemPtr->Update(elapsedTime);
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}
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void World::ReorderSystems()
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{
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m_orderedSystems.clear();
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