Added some typedefs
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@ -11,6 +11,8 @@ typedef uint16_t EntityIndex;
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typedef uint32_t ComponentTypeID;
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const EntityIndex MAX_EID = 51000;
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@ -25,6 +25,10 @@
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namespace SHADE
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{
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typedef SHFamilyID<SHComponent> ComponentFamily;
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class SHComponentManager
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{
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private:
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@ -36,6 +40,8 @@ namespace SHADE
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friend struct SHSceneNode;
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/**************************************************************************
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@ -225,7 +231,7 @@ namespace SHADE
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* \return
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* none
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***************************************************************************/
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static void AddComponent(EntityID entityID, uint32_t componentTypeID) noexcept
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static void AddComponent(EntityID entityID, ComponentTypeID componentTypeID) noexcept
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{
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componentSet.GetSparseSet_ID(componentTypeID)->Add(EntityHandleGenerator::GetIndex(entityID));
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@ -277,7 +283,7 @@ namespace SHADE
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* \return bool
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* True if the entity has a component of specified type.
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***************************************************************************/
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static bool HasComponent_ID(EntityID entityID, uint32_t componentTypeID) noexcept;
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static bool HasComponent_ID(EntityID entityID, ComponentTypeID componentTypeID) noexcept;
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/*!*************************************************************************
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@ -362,7 +368,7 @@ namespace SHADE
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* \return
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*
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***************************************************************************/
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static void SwapInDenseByIndexHash_ID(EntityIndex index, EntityID hash, uint32_t componentTypeID) noexcept;
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static void SwapInDenseByIndexHash_ID(EntityIndex index, EntityID hash, ComponentTypeID componentTypeID) noexcept;
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@ -385,7 +391,7 @@ namespace SHADE
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* \return
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* The number of components in the component sparse set.
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***************************************************************************/
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static EntityIndex ComponentCount_ID(uint32_t componentTypeID)
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static EntityIndex ComponentCount_ID(ComponentTypeID componentTypeID)
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{
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return componentSet.GetSparseSet_ID(componentTypeID)->Count();
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}
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@ -402,9 +408,9 @@ namespace SHADE
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static void SetActive(EntityID entityID, bool active) noexcept;
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template<typename... T>
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static std::enable_if_t<(... && std::is_base_of_v<SHComponent, T>), uint32_t> CreateComponentGroup(uint32_t numOwningComponents)
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static std::enable_if_t<(... && std::is_base_of_v<SHComponent, T>), uint32_t> CreateComponentGroup(ComponentTypeID numOwningComponents)
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{
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std::vector<uint32_t> templateIDs{ (SHFamilyID<SHComponent>::GetID<T>())... };
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std::vector<ComponentTypeID> templateIDs{ (ComponentFamily::GetID<T>())... };
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for (auto& g : componentGroups)
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{
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@ -421,11 +427,11 @@ namespace SHADE
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}
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SHComponentGroup grp;
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for (uint32_t i = 0; i < numOwningComponents; ++i)
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for (ComponentTypeID i = 0; i < numOwningComponents; ++i)
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{
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grp.ownedComponentTypes.push_back(templateIDs[i]);
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}
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for (uint32_t i = 0; i < templateIDs.size(); ++i)
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for (ComponentTypeID i = 0; i < templateIDs.size(); ++i)
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{
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grp.componentTypeIDs.push_back(templateIDs[i]);
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}
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@ -11,8 +11,13 @@
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#ifndef SH_SYSTEM_H
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#define SH_SYSTEM_H
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namespace SHADE
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{
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class SHSystem
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{
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protected:
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@ -20,11 +20,16 @@
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#include <string>
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#include <cassert>
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#include "../System/SHSystem.h"
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#include "../General/SHFamily.h"
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namespace SHADE
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{
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typedef uint32_t SystemTypeID;
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typedef uint32_t SystemVersionID;
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typedef uint64_t SystemID;
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typedef SHFamilyID<SHSystem> SystemFamily;
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class SHSystemManager
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{
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//type definition for the container we use to store our system
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