SDK: Allow to set an update order for systems (Closes #106)

This commit is contained in:
Jérôme Leclercq
2016-11-08 02:51:25 +01:00
parent 4570f9a6e1
commit aa304ef2e9
6 changed files with 97 additions and 32 deletions

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@@ -3,6 +3,7 @@
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <NDK/BaseSystem.hpp>
#include <NDK/World.hpp>
namespace Ndk
{
@@ -56,6 +57,26 @@ namespace Ndk
return true;
}
/*!
* \brief Sets the update order of this system
*
* The system update order is used by the world it belongs to in order to know in which order they should be updated, as some application logic may rely a specific update order.
* A system with a greater update order (ex: 1) is guaranteed to be updated after a system with a lesser update order (ex: -1), otherwise the order is unspecified (and is not guaranteed to be stable).
*
* \param updateOrder The relative update order of the system
*
* \remark The update order is only used by World::Update(float) and does not have any effect regarding a call to BaseSystem::Update(float)
*
* \see GetUpdateOrder
*/
inline void BaseSystem::SetUpdateOrder(int updateOrder)
{
m_updateOrder = updateOrder;
if (m_world)
m_world->InvalidateSystemOrder();
}
/*!
* \brief Operation to perform when entity is added to the system
*

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@@ -249,4 +249,22 @@ namespace Ndk
}
m_dirtyEntities.Reset();
}
void World::ReorderSystems()
{
m_orderedSystems.clear();
for (auto& systemPtr : m_systems)
{
if (systemPtr)
m_orderedSystems.push_back(systemPtr.get());
}
std::sort(m_orderedSystems.begin(), m_orderedSystems.end(), [] (BaseSystem* first, BaseSystem* second)
{
return first->GetUpdateOrder() < second->GetUpdateOrder();
});
m_orderedSystemsUpdated = true;
}
}