NazaraEngine/SDK/include/NDK/World.hpp

131 lines
3.5 KiB
C++

// Copyright (C) 2017 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequisites.hpp
#pragma once
#ifndef NDK_WORLD_HPP
#define NDK_WORLD_HPP
#include <Nazara/Core/Bitset.hpp>
#include <Nazara/Core/HandledObject.hpp>
#include <NDK/Entity.hpp>
#include <NDK/EntityList.hpp>
#include <NDK/System.hpp>
#include <algorithm>
#include <memory>
#include <vector>
namespace Ndk
{
class World;
using WorldHandle = Nz::ObjectHandle<World>;
class NDK_API World : public Nz::HandledObject<World>
{
friend BaseSystem;
friend Entity;
public:
using EntityVector = std::vector<EntityHandle>;
struct ProfilerData;
inline World(bool addDefaultSystems = true);
World(const World&) = delete;
inline World(World&& world) noexcept;
~World() noexcept;
void AddDefaultSystems();
inline BaseSystem& AddSystem(std::unique_ptr<BaseSystem>&& system);
template<typename SystemType, typename... Args> SystemType& AddSystem(Args&&... args);
const EntityHandle& CreateEntity();
inline EntityVector CreateEntities(unsigned int count);
void Clear() noexcept;
const EntityHandle& CloneEntity(EntityId id);
inline void DisableProfiler();
inline void EnableProfiler(bool enable = true);
template<typename F> void ForEachSystem(const F& iterationFunc);
template<typename F> void ForEachSystem(const F& iterationFunc) const;
inline const EntityHandle& GetEntity(EntityId id);
inline const EntityList& GetEntities() const;
inline const ProfilerData& GetProfilerData() const;
inline BaseSystem& GetSystem(SystemIndex index);
inline const BaseSystem& GetSystem(SystemIndex index) const;
template<typename SystemType> SystemType& GetSystem();
template<typename SystemType> const SystemType& GetSystem() const;
inline bool HasSystem(SystemIndex index) const;
template<typename SystemType> bool HasSystem() const;
inline void KillEntity(Entity* entity);
inline void KillEntities(const EntityVector& list);
inline bool IsEntityValid(const Entity* entity) const;
inline bool IsEntityIdValid(EntityId id) const;
inline bool IsProfilerEnabled() const;
void Refresh();
inline void RemoveAllSystems();
inline void RemoveSystem(SystemIndex index);
template<typename SystemType> void RemoveSystem();
inline void ResetProfiler();
void Update(float elapsedTime);
World& operator=(const World&) = delete;
inline World& operator=(World&& world) noexcept;
struct ProfilerData
{
Nz::UInt64 refreshTime = 0;
std::vector<Nz::UInt64> updateTime;
std::size_t updateCount = 0;
};
private:
inline void Invalidate();
inline void Invalidate(EntityId id);
inline void InvalidateSystemOrder();
void ReorderSystems();
struct EntityBlock
{
EntityBlock(Entity&& e) :
entity(std::move(e)),
handle(&entity)
{
}
EntityBlock(EntityBlock&& block) = default;
Entity entity;
EntityHandle handle;
};
std::vector<std::unique_ptr<BaseSystem>> m_systems;
std::vector<BaseSystem*> m_orderedSystems;
std::vector<EntityBlock> m_entities;
std::vector<EntityBlock*> m_entityBlocks;
std::vector<std::unique_ptr<EntityBlock>> m_waitingEntities;
EntityList m_aliveEntities;
ProfilerData m_profilerData;
Nz::Bitset<Nz::UInt64> m_dirtyEntities;
Nz::Bitset<Nz::UInt64> m_freeEntityIds;
Nz::Bitset<Nz::UInt64> m_killedEntities;
bool m_orderedSystemsUpdated;
bool m_isProfilerEnabled;
};
}
#include <NDK/World.inl>
#endif // NDK_WORLD_HPP