mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-06-03 10:26:29 +00:00
Adding an iterator
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@@ -65,6 +65,16 @@ namespace WAL
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return *static_cast<T *>(existing->second.get());
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}
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template<typename T>
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T *getComponentOrDefault()
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{
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const std::type_index &type = typeid(T);
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auto existing = this->_components.find(type);
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if (existing == this->_components.end())
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return nullptr;
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return *static_cast<T *>(existing->second.get());
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}
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//! @brief Check if this entity has a component.
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//! @tparam T The type of the component
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template<typename T>
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@@ -26,25 +26,22 @@ namespace WAL
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void Scene::_componentAdded(Entity &entity, const std::type_index &type)
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{
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for (auto &view : this->_views) {
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if (std::find(view->types.begin(), view->types.end(), type) == view->types.end())
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if (std::find(view->getTypes().begin(), view->getTypes().end(), type) == view->getTypes().end())
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continue;
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bool valid = std::all_of(view->types.begin(), view->types.end(), [&entity](const auto &type){
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bool valid = std::all_of(view->getTypes().begin(), view->getTypes().end(), [&entity](const auto &type){
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return entity.hasComponent(type);
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});
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if (valid)
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view->entities.emplace_back(entity);
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view->emplace_back(entity);
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}
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}
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void Scene::_componentRemoved(const Entity &entity, const std::type_index &type)
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{
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for (auto &view : this->_views) {
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if (std::find(view->types.begin(), view->types.end(), type) == view->types.end())
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if (std::find(view->getTypes().begin(), view->getTypes().end(), type) == view->getTypes().end())
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continue;
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view->entities.erase(std::remove_if(view->entities.begin(), view->entities.end(), [&entity](const auto &ref)
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{
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return &ref.get() == &entity;
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}), view->entities.end());
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view->erase(entity);
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}
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}
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} // namespace WAL
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@@ -24,7 +24,7 @@ namespace WAL
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//! @brief The list of registered entities
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std::list<Entity> _entities = {};
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//! @brief The list of cached views to update.
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std::vector<std::shared_ptr<BaseView>> _views = {};
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std::vector<std::shared_ptr<IView>> _views = {};
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//! @brief Notify this scene that a component has been added to the given entity.
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//! @param entity The entity with the new component
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@@ -15,21 +15,16 @@ namespace WAL
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class ISystem
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{
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public:
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//! @brief Update the corresponding component of the given entity
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//! @param entity The entity to update.
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//! @param dtime The delta time.
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virtual void onUpdate(Entity &entity, std::chrono::nanoseconds dtime) = 0;
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//! @brief Update the whole system (every entities that this system is responsible can be updated.
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//! @param dtime The delta time since the last call to this method.
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virtual void update(std::chrono::nanoseconds dtime) = 0;
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//! @brief An alternative of onUpdate that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up.
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//! @brief An alternative of update that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up.
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//! @remark This should be used for Physics, AI and everything that could be imprecise due to float rounding.
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//! @param entity The entity to update.
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virtual void onFixedUpdate(Entity &entity) = 0;
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//! @brief A method called after all entities that this system manage has been updated.
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virtual void onSelfUpdate() = 0;
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virtual void fixedUpdate() = 0;
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//! @brief Get a view containing every entity this system should update.
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virtual BaseView &getView() = 0;
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virtual IView &getView() = 0;
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//! @brief A virtual default destructor.
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virtual ~ISystem() = default;
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@@ -35,15 +35,33 @@ namespace WAL
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//! @brief Update the corresponding component of the given entity
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//! @param entity The entity to update.
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//! @param dtime The delta time.
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void onUpdate(Entity &entity, std::chrono::nanoseconds dtime) override {}
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virtual void onUpdate(ViewEntity<Dependencies...> &entity, std::chrono::nanoseconds dtime) {}
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//! @brief An alternative of onUpdate that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up.
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//! @remark This should be used for Physics, AI and everything that could be imprecise due to float rounding.
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//! @param entity The entity to update.
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void onFixedUpdate(Entity &entity) override {}
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virtual void onFixedUpdate(ViewEntity<Dependencies...> &entity) {}
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//! @brief A method called after all entities that this system manage has been updated.
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void onSelfUpdate() override {}
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virtual void onSelfUpdate() {}
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//! @brief Update the whole system (every entities that this system is responsible can be updated.
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//! @param dtime The delta time since the last call to this method.
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void update(std::chrono::nanoseconds dtime) final
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{
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for (auto entity : this->getView())
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this->onUpdate(entity, dtime);
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this->onSelfUpdate();
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}
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//! @brief An alternative of update that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up.
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//! @remark This should be used for Physics, AI and everything that could be imprecise due to float rounding.
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void fixedUpdate() final
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{
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for (auto entity : this->getView())
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this->onFixedUpdate(entity);
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}
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protected:
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//! @brief A reference to the ECS.
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Wal &_wal;
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+128
-22
@@ -13,46 +13,152 @@
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namespace WAL
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{
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//! @brief A basic view used to manipulate view without knowing their type at compile time.
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class BaseView
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template<typename ...Components>
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class ViewEntity
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{
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private:
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std::tuple<std::reference_wrapper<Entity>, std::reference_wrapper<Components>...> _value;
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public:
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//! @brief The list of entities in the view.
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std::vector<std::reference_wrapper<Entity>> entities = {};
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explicit ViewEntity(std::tuple<std::reference_wrapper<Entity>, std::reference_wrapper<Components>...> value)
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: _value(value)
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{}
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//! @brief The list of types that every entity of the view has.
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std::vector<std::type_index> types = {};
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size_t size() const
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Entity *operator->()
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{
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return entities.size();
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return &(std::get<0>(this->_value).get());
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}
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Entity &operator*()
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{
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return std::get<0>(this->_value);
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}
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operator Entity &()
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{
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return std::get<0>(this->_value);
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}
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template<typename T>
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T &get()
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{
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return std::get<std::reference_wrapper<T>>(this->_value);
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}
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};
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template<typename It, typename ...Components>
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class ViewIterator
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{
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private:
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It _it;
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public:
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ViewEntity<Components...> operator*()
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{
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ViewEntity<Components...> entity(*this->_it);
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return entity;
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}
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ViewEntity<Components...> operator->()
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{
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ViewEntity<Components...> entity(*this->_it);
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return entity;
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}
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ViewIterator &operator++()
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{
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this->_it++;
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return *this;
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}
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ViewIterator operator++(int)
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{
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ViewIterator copy = *this;
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this->_it++;
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return *this;
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}
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bool operator==(const ViewIterator &other) const
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{
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return this->_it == other._it;
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}
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bool operator!=(const ViewIterator &other) const
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{
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return !this->operator==(other);
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}
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explicit ViewIterator(It current)
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: _it(current)
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{}
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};
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//! @brief A basic view used to manipulate view without knowing their type at compile time.
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class IView
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{
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public:
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//! @brief The list of types that every entity of the view has.
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virtual const std::vector<std::type_index> &getTypes() const = 0;
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virtual void emplace_back(Entity &) = 0;
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virtual void erase(const Entity &) = 0;
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//! @brief A default destructor
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~BaseView() = default;
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protected:
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//! @brief A basic view can't be constructed, you should use the View templated class.
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BaseView() = default;
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//! @brief A basic view can't be constructed, you should use the View templated class.
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BaseView(const BaseView &) = default;
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//! @brief A basic view can't be assigned. See the View template class.
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BaseView &operator=(const BaseView &) = default;
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virtual ~IView() = default;
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};
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//! @brief A view allowing one to easily access entities containing a set list of component.
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//! A view is always updated and only references to entities are kept.
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template<typename ...Components>
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class View : public BaseView
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class View : public IView
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{
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private:
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using entity_type = std::tuple<std::reference_wrapper<Entity>, std::reference_wrapper<Components>...>;
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//! @brief The list of entities in the view.
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std::vector<entity_type> _entities = {};
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//! @brief The list of types that every entity of the view has.
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std::vector<std::type_index> _types = {};
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public:
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using iterator = ViewIterator<typename std::vector<entity_type>::iterator, Components...>;
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iterator begin()
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{
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return iterator(this->_entities.begin());
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}
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iterator end()
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{
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return iterator(this->_entities.begin());
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}
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const std::vector<std::type_index> &getTypes() const override
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{
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return this->_types;
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}
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void emplace_back(Entity &) override
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{
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}
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void erase(const Entity &) override
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{
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}
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//! @brief Construct a view from a list of entities.
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//! Those entities are never copied but references to them are kept internally.
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explicit View(std::list<Entity> &scene)
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{
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this->types = {typeid(Components)...};
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std::copy_if(scene.begin(), scene.end(), std::back_inserter(this->entities), [](Entity &entity) {
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return (entity.hasComponent<Components>() && ...);
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});
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this->_types = {typeid(Components)...};
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for (auto &entity : scene) {
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auto tuple = std::make_tuple<Entity &, Components *...>(entity, entity.getComponentOrDefault<Components>()...);
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std::apply(&this->_entities.emplace_back, tuple);
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}
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// std::copy_if(scene.begin(), scene.end(), std::back_inserter(this->entities), [](Entity &entity) {
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// return (entity.hasComponent<Components>() && ...);
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// });
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}
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//! @brief Copying a view is not possible since a view must be managed by a scene.
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@@ -129,16 +129,11 @@ namespace WAL
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while (fBehind > Wal::timestep) {
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fBehind -= Wal::timestep;
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for (auto &system : this->_systems) {
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for (auto &entity : system->getView().entities)
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system->onFixedUpdate(entity);
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}
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}
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for (auto &system : this->_systems) {
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for (auto &entity : system->getView().entities)
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system->onUpdate(entity, dtime);
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system->onSelfUpdate();
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for (auto &system : this->_systems)
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system->fixedUpdate();
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}
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for (auto &system : this->_systems)
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system->update(dtime);
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callback(*this, state);
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}
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}
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