NazaraEngine/SDK/include/NDK/BaseSystem.inl

192 lines
4.5 KiB
C++

// Copyright (C) 2015 Jérôme Leclercq
// This file is part of the "Nazara Development Kit"
// For conditions of distribution and use, see copyright notice in Prerequesites.hpp
#include <Nazara/Core/Error.hpp>
#include <type_traits>
namespace Ndk
{
inline BaseSystem::BaseSystem(SystemIndex systemId) :
m_systemIndex(systemId)
{
SetUpdateRate(30);
}
inline BaseSystem::BaseSystem(const BaseSystem& system) :
m_excludedComponents(system.m_excludedComponents),
m_requiredComponents(system.m_requiredComponents),
m_systemIndex(system.m_systemIndex),
m_updateCounter(0.f),
m_updateRate(system.m_updateRate)
{
}
inline const std::vector<EntityHandle>& BaseSystem::GetEntities() const
{
return m_entities;
}
inline SystemIndex BaseSystem::GetIndex() const
{
return m_systemIndex;
}
inline float BaseSystem::GetUpdateRate() const
{
return (m_updateRate > 0.f) ? 1.f / m_updateRate : 0.f;
}
inline World& BaseSystem::GetWorld() const
{
return *m_world;
}
inline bool BaseSystem::HasEntity(const Entity* entity) const
{
if (!entity)
return false;
return m_entityBits.UnboundedTest(entity->GetId());
}
inline void BaseSystem::SetUpdateRate(float updatePerSecond)
{
m_updateCounter = 0.f;
m_updateRate = (updatePerSecond > 0.f) ? 1.f / updatePerSecond : 0.f; // 0.f means no limit
}
inline void BaseSystem::Update(float elapsedTime)
{
if (m_updateRate > 0.f)
{
m_updateCounter -= elapsedTime;
if (m_updateCounter >= 0.f)
return;
m_updateCounter += m_updateRate;
}
OnUpdate(elapsedTime);
}
template<typename ComponentType>
void BaseSystem::Excludes()
{
static_assert(std::is_base_of<BaseComponent, ComponentType>::value , "ComponentType is not a component");
ExcludesComponent(GetComponentIndex<ComponentType>());
}
template<typename ComponentType1, typename ComponentType2, typename... Rest>
void BaseSystem::Excludes()
{
Excludes<ComponentType1>();
Excludes<ComponentType2, Rest...>();
}
inline void BaseSystem::ExcludesComponent(ComponentIndex index)
{
m_excludedComponents.UnboundedSet(index);
}
inline SystemIndex BaseSystem::GetNextIndex()
{
return s_nextIndex++;
}
template<typename ComponentType>
void BaseSystem::Requires()
{
static_assert(std::is_base_of<BaseComponent, ComponentType>::value, "ComponentType is not a component");
RequiresComponent(GetComponentIndex<ComponentType>());
}
template<typename ComponentType1, typename ComponentType2, typename... Rest>
void BaseSystem::Requires()
{
Requires<ComponentType1>();
Requires<ComponentType2, Rest...>();
}
inline void BaseSystem::RequiresComponent(ComponentIndex index)
{
m_requiredComponents.UnboundedSet(index);
}
template<typename ComponentType>
void BaseSystem::RequiresAny()
{
static_assert(std::is_base_of<BaseComponent, ComponentType>::value, "ComponentType is not a component");
RequiresAnyComponent(GetComponentIndex<ComponentType>());
}
template<typename ComponentType1, typename ComponentType2, typename... Rest>
void BaseSystem::RequiresAny()
{
RequiresAny<ComponentType1>();
RequiresAny<ComponentType2, Rest...>();
}
inline void BaseSystem::RequiresAnyComponent(ComponentIndex index)
{
m_requiredAnyComponents.UnboundedSet(index);
}
inline void BaseSystem::AddEntity(Entity* entity)
{
NazaraAssert(entity, "Invalid entity");
m_entities.emplace_back(entity);
m_entityBits.UnboundedSet(entity->GetId(), true);
entity->RegisterSystem(m_systemIndex);
OnEntityAdded(entity);
}
inline void BaseSystem::RemoveEntity(Entity* entity)
{
NazaraAssert(entity, "Invalid entity");
auto it = std::find(m_entities.begin(), m_entities.end(), *entity);
NazaraAssert(it != m_entities.end(), "Entity is not part of this system");
// Pour éviter de déplacer beaucoup de handles, on swap le dernier avec celui à supprimer
std::swap(*it, m_entities.back());
m_entities.pop_back(); // On le sort du vector
m_entityBits.Reset(entity->GetId());
entity->UnregisterSystem(m_systemIndex);
OnEntityRemoved(entity); // Et on appelle le callback
}
inline void BaseSystem::ValidateEntity(Entity* entity, bool justAdded)
{
NazaraAssert(entity, "Invalid entity");
NazaraAssert(HasEntity(entity), "Entity should be part of system");
OnEntityValidation(entity, justAdded);
}
inline void BaseSystem::SetWorld(World* world) noexcept
{
m_world = world;
}
inline bool BaseSystem::Initialize()
{
s_nextIndex = 0;
return true;
}
inline void BaseSystem::Uninitialize()
{
// Nothing to do
}
}