NazaraEngine/SDK/include/NDK/World.inl

153 lines
3.8 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 World::World(bool addDefaultSystems)
{
if (addDefaultSystems)
AddDefaultSystems();
}
inline BaseSystem& World::AddSystem(std::unique_ptr<BaseSystem>&& system)
{
NazaraAssert(system, "System must be valid");
SystemIndex index = system->GetIndex();
// Nous nous assurons que le vecteur de component est suffisamment grand pour contenir le nouveau component
if (index >= m_systems.size())
m_systems.resize(index + 1);
// Affectation et retour du système
m_systems[index] = std::move(system);
m_systems[index]->SetWorld(*this);
Invalidate(); // On force une mise à jour de toutes les entités
return *m_systems[index].get();
}
template<typename SystemType, typename... Args>
SystemType& World::AddSystem(Args&&... args)
{
static_assert(std::is_base_of<BaseSystem, SystemType>::value, "SystemType is not a component");
// Allocation et affectation du component
std::unique_ptr<SystemType> ptr(new SystemType(std::forward(args)...));
return static_cast<SystemType&>(AddSystem(std::move(ptr)));
}
inline World::EntityList World::CreateEntities(unsigned int count)
{
EntityList list;
list.reserve(count);
for (unsigned int i = 0; i < count; ++i)
list.emplace_back(CreateEntity());
return list;
}
inline const World::EntityList& World::GetEntities()
{
return m_aliveEntities;
}
inline BaseSystem& World::GetSystem(SystemIndex index)
{
///DOC: Le système doit être présent
NazaraAssert(HasSystem(index), "This system is not part of the world");
BaseSystem* system = m_systems[index].get();
NazaraAssert(system, "Invalid system pointer");
return *system;
}
template<typename SystemType>
SystemType& World::GetSystem()
{
///DOC: Le système doit être présent
static_assert(std::is_base_of<BaseSystem, SystemType>::value, "SystemType is not a system");
SystemIndex index = GetSystemIndex<SystemType>();
return static_cast<SystemType&>(GetSystem(index));
}
inline bool World::HasSystem(SystemIndex index) const
{
return index < m_systems.size() && m_systems[index];
}
template<typename SystemType>
bool World::HasSystem() const
{
static_assert(std::is_base_of<BaseSystem, SystemType>::value, "SystemType is not a component");
SystemIndex index = GetSystemIndex<SystemType>();
return HasSystem(index);
}
inline void World::KillEntities(const EntityList& list)
{
for (const EntityHandle& entity : list)
KillEntity(entity);
}
inline bool World::IsEntityValid(const Entity* entity) const
{
return entity && entity->GetWorld() == this && IsEntityIdValid(entity->GetId());
}
inline bool World::IsEntityIdValid(EntityId id) const
{
return id < m_entities.size() && m_entities[id].entity.IsValid();
}
inline void World::RemoveAllSystems()
{
m_systems.clear();
}
inline void World::RemoveSystem(SystemIndex index)
{
///DOC: N'a aucun effet si le système n'est pas présent
if (HasSystem(index))
m_systems[index].reset();
}
template<typename SystemType>
void World::RemoveSystem()
{
static_assert(std::is_base_of<BaseSystem, SystemType>(), "SystemType is not a system");
SystemIndex index = GetSystemIndex<SystemType>();
RemoveSystem(index);
}
inline void World::Update(float elapsedTime)
{
Update(); //< Update entities
// And then update systems
for (auto& systemPtr : m_systems)
systemPtr->Update(elapsedTime);
}
inline void World::Invalidate()
{
m_dirtyEntities.Resize(m_entities.size(), false);
m_dirtyEntities.Set(true); // Activation de tous les bits
}
inline void World::Invalidate(EntityId id)
{
m_dirtyEntities.UnboundedSet(id, true);
}
}