Tidy up ecs library docs
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2 changed files with 157 additions and 89 deletions
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@ -43,22 +43,30 @@ namespace psemek::ecs
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explicit operator bool() const;
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/** Obtain a pointer to the specified component type
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* of the accessed entity, or a null pointer if
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* the entity doesn't contain this component type.
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/** Obtain the component of the specified type of the accessed entity.
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*
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* @tparam Component The type of component to obtain
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* @return A pointer to the component of the specified type, or a null
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* pointer if the entity doesn't contain a component of this type
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*/
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template <typename Component>
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Component * get_if();
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/** Obtain a reference to the specified component type
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* of the accessed entity.
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* If the entity doesn't contain this component type,
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* an exception of type `component_not_found_exception` is thrown.
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/** Obtain the component of the specified type of the accessed entity.
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*
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* @tparam Component The type of component to obtain
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* @return A reference to the component of the specified type
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* @throw component_not_found_exception if the entity doesn't
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* contain a component of this type
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*/
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template <typename Component>
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Component & get();
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/** Check if the entity contains this component type.
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*
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* @tparam Component The type of component to obtain
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* @return True if the entity contains a component of the specified
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* type, false otherwise
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*/
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template <typename Component>
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bool contains() const;
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@ -33,98 +33,127 @@ namespace psemek::ecs
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struct container
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{
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/** Create an entity with the specified components.
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* It is faster to create an entity with all the components at once, than to
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* create it with no components and `attach()` them one-by-one.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* After the function returns, the new entity is considered alive (`alive(handle)` returns true).
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* Creating a new entity invalidates all previously created accessors.
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/** Create an entity with the specified components. It is faster to create an entity
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* with all the components at once than to create it with no components and `attach()`
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* them one-by-one.
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*
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* After the function returns, the new entity is considered alive (`alive()` returns true).
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*
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* If the entity is created during iteration (inside an `apply()` call), it is unspecified
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* whether the created entity will be visited by iteration or not.
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*
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* @param components The components to initialize the entity with
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* @return A unique handle to the created entity
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning Creating a new entity invalidates all previously created accessors
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* @warning It is an error to create or destroy entities during `batch_apply()`
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*/
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template <typename ... Components>
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handle create(Components && ... components);
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/** Check if an entity handle refers to an alive entity (i.e. one that wasn't
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* destroyed yet).
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* If the handle wasn't previously obtained by a `create()` call, the
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* behavior is undefined.
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/** Check if an entity handle refers to an alive entity, i.e. one that wasn't
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* destroyed yetby a `destroy()` call.
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*
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* @param entity A handle to the entity
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* @return True if the entity is still alive, false otherwise
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* @pre The entity was previously obtained by a `create()` call
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*/
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bool alive(handle const & entity) const;
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/** Destroy an entity specified by a handle. After the call, `alive()`
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* returns false for this handle.
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/** Destroy an entity specified by a handle. After the call, `alive()` returns false for this handle.
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*
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* If the entity is destroyed during iteration (inside an `apply()` call), the iteration
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* is guaranteed not to visit the destroyed entity (unless it did so before the entity
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* was destroyed).
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* If the handle wasn't previously obtained by a `create()` call, or
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* the refered entity was already destroyed, the behavior is undefined.
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*
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* @param entity A handle to the entity to be destroyed
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* @pre The entity was previously obtained by a `create()` call and is `alive()`
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* @warning It is an error to create or destroy entities during `batch_apply()`
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*/
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void destroy(handle const & entity);
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/** Get an accessor for an entity, which provides access to the entity's components.
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* It is designed to be a single-use object; it cannot be stored as a reference to
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* the entity. Use handle for that instead.
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* Creating or destroying entities, as well as attaching or detaching components,
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* invalidates all previously created accessors.
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* If the handle wasn't previously obtained by a `create()` call, or
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* the referred entity was already destroyed, the behavior is undefined.
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*
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* @param entity A handle to the entity to be destroyed
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* @return An accessor to the specified entity
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* @pre The entity was previously obtained by a `create()` call and is `alive()`
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* @warning Creating or destroying entities, as well as attaching or detaching components,
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* invalidates all previously created accessors
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*/
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accessor get(handle const & entity);
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/** Attach new components to an existing entity, or update existing
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* components with new values. Other components of this entity
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* are left untouched.
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* Attaching components invalidates all previously created accessors.
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* For the purposes of `apply()` semantics, attaching behaves as if the
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* entity was destroyed and then recreated with the same handle.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* If the handle wasn't previously obtained by a `create()` call, or
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* the refered entity was already destroyed, the behavior is undefined.
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*
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* For the purposes of `apply()` semantics, attaching behaves as if
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* the entity was destroyed and then recreated with the same handle.
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*
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* @param entity A handle to the entity to attach components to
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* @param components The components to attach to the entity
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* @pre The entity was previously obtained by a `create()` call and is `alive()`
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning Attaching components invalidates all previously created accessors
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* @warning It is an error to attach or detach components during `batch_apply()`
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*/
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template <typename ... Components>
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void attach(handle const & entity, Components && ... components);
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/** Detach (remove) components from an existing entity. Other components of this entity
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* are left untouched. Detaching a component that doesn't exist does nothing.
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* Detaching components invalidates all previously created accessors.
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* For the purposes of `apply()` semantics, detaching behaves as if the
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* entity was destroyed and then recreated with the same handle.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* If the handle wasn't previously obtained by a `create()` call, or
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* the refered entity was already destroyed, the behavior is undefined.
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/** Detach (remove) components from an existing entity. Other components of this
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* entity are left untouched. Detaching a component that doesn't exist is not
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* an error, and does nothing.
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*
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* For the purposes of `apply()` semantics, detaching behaves as if
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* the entity was destroyed and then recreated with the same handle.
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*
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* @param entity A handle to the entity to detach components from
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* @tparam Components The component types to detach from the entity
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* @pre The entity was previously obtained by a `create()` call and is `alive()`
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning Detaching components invalidates all previously created accessors
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* @warning It is an error to attach or detach components during `batch_apply()`
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*/
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template <typename ... Components>
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void detach(handle const & entity);
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/** Create a query cache that can be used to speed up `apply()` calls.
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*
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* @tparam Components The component types matching the corresponding `apply()` call
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* @return A query cache
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*/
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template <typename ... Components>
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query_cache cache();
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/** Apply a function to all entities having the specified components,
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* in unspecified order.
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/** Apply a function to all entities having the specified components, in unspecified order.
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*
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* The function must have one of the following signatures:
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* void(components...)
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* void(handle, components...)
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* void(container, components...)
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* void(container, handle, components...)
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*
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* The function can freely create or destroy entities, and or attach/detach
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* components to existing entities. It is unspecified whether the function
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* will or will not visit newly created entities during this `apply()` call.
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* The function is guaranteed not to visit destroyed entities (unless it did
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* so before the entity was destroyed).
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*
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* An optional query cache can be supplied to speed up iteration.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* If the query cache wasn't created with the exact same sequence of component
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* types, the behavior is undefined.
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* If the function accesses passed components after destroying the
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* currently visited entity, the behavior is undefined.
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* If the function recursively calls `apply()` or `batch_apply()`, the behavior is undefined.
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*
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* @param function The function to apply to all entities with the specified components
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* @param cache A query cache
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* @pre The query query cache was created with the exact same sequence of component types
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning If the function accesses passed components after destroying the
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* currently visited entity, the behavior is undefined
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* @warning If the function recursively calls `apply()` or `batch_apply()`, the
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* behavior is undefined
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*/
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template <typename ... Components, typename Function>
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void apply(Function && function, query_cache cache = {});
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@ -133,81 +162,112 @@ namespace psemek::ecs
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* in unspecified order. Instead of applying the function to each
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* entity separately, it is applied in "batch" mode, i.e. to array
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* views of respective components.
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*
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* The function must have one of the following signatures:
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* void(span<components>...)
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* void(span<handle const>, span<components>...)
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* void(container, span<components>...)
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* void(container, span<handle const>, span<components>...)
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* The size of all spans within a single function call are the same,
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*
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* The sizes of all spans within a single function call are the same,
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* except for empty component types (i.e. std::is_empty_v<Component> is true),
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* each having an unspecified non-zero size.
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* each having an unspecified non-zero size. If all components are empty types,
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* the function should use the entity handles array view to compute the number
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* of visited entities.
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*
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* An optional query cache can be supplied to speed up iteration.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* If the query cache wasn't created with the exact same sequence of component
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* types, the behavior is undefined.
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* If the function creates or destroyes entities, the behavior is undefined.
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* If the function recursively calls `apply()` or `batch_apply()`, the behavior is undefined.
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*
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* @param function The function to batch-apply to all entities with the specified components
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* @param cache A query cache
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* @pre The query query cache was created with the exact same sequence of component types
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning If the function creates or destroyes entities, or attaches or detaches components,
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* the behavior is undefined
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* @warning If the function recursively calls `apply()` or `batch_apply()`, the behavior is undefined
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*/
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template <typename ... Components, typename Function>
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void batch_apply(Function && function, query_cache cache = {});
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/** Register a constructor. Each time an entity is created that has
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* the specified set of components (including attaching components),
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* the constructor is called for this entity immediately after
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* it is created.
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* the specified set of components, the constructor is called for
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* this entity immediately after it is created.
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*
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* The entity is considered `alive()` during the constructor invocation.
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*
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* When attaching components to an entity, the constructor is called
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* exactly when the entity didn't match the constructor's component types
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* before attaching new components, and does match them after attaching.
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*
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* The constructor function must have the same signature as a function
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* passed to the `apply<Components...>()` call.
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* The returned value is an ownerwhip token. Destroying it removes
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* the constructor from the container.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* If the constructor modifies the entity's archetype (i.e. attaches or
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*
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* The constructor can immediately destroy the created entity.
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*
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* @param function A function to be applied to created entity's components
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* @return An ownerwhip token; destroying this token removes
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* the constructor from this container
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning If the constructor modifies the entity's archetype (i.e. attaches or
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* detaches components), it might be called recursively, leading to
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* infinite recursion. It is best not to change the archetype from the
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* constructor.
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* The constructor can immediately destroy the created entity.
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*/
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// TODO: implement
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template <typename ... Components, typename Function>
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token constructor(Function && function);
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/** Register a destructor. Each time an entity is destroyed that has
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* the specified set of components (including detaching components),
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* the destructor is called for this entity immediately before
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* it will be destroyed.
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* the specified set of components, the destructor is called for
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* this entity immediately before it will be destroyed.
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*
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* The entity is considered `alive()` during the destructor invocation.
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*
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* When detaching components from an entity, the destructor is called
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* exactly when the entity did match the destructor's component types
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* before detaching components, and doesn't match them after detaching.
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*
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* The destructor function must have the same signature as a function
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* passed to the `apply<Components...>()` call.
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* The returned value is an ownerwhip token. Destroying it removes
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* the destructor from the container.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* If the destructor modifies the entity's archetype (i.e. attaches or
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* detaches components), the behavior is undefined.
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*
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* Note that there is no way to cancel the entity's destruction.
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*
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* @param function A function to be applied to a to-be destroyed entity's components
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* @return An ownerwhip token; destroying it removes the destructor from the container
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning If the destructor modifies the entity's archetype (i.e. attaches or
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* detaches components), the behavior is undefined
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*/
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// TODO: implement
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template <typename ... Components, typename Function>
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token destructor(Function && function);
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/** Register a component modification callback. Each time an entity that has
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* the specified set of components is modified, and the modification only
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* affects this callback's components, the callback is called.
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* the specified set of components is modified, and the modification affects
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* one of this callback's component types, the callback is called.
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*
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* If the modification occurred via an accessor, the callback is called
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* when the accessor is destroyed, allowing for transaction-like modification.
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* after the accessor is destroyed, allowing for transaction-like modification.
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*
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* If the modification occurred via an `apply()` or `batch_apply()` call,
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* the callback is called as if immediately after this call.
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* the callback is called immediately after this call.
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*
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* Note that modifications from within a modification callback are not considered
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* as modifications, i.e. they don't recursively invoke modification callbacks.
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* Therefore, it is best to accept const-qualified components in the callback.
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* The callback must have the same signature as a function
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*
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* The callback function must have the same signature as a function
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* passed to the `apply<Components...>()` call.
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* The returned value is an ownerwhip token. Destroying it removes
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* the callback from the container.
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* If any two of the passed component types are equal, the call fails with
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* a compilation error.
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* If the callback modifies the entity's archetype (i.e. attaches or
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* detaches components), or destroys the entity, the behavior is undefined.
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*
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* @param function A function to be applied to modified entity's components
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* @return An ownerwhip token; destroying it removes the modification callback from the container
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* @warning If any two of the passed component types are equal, the call fails with
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* a compilation error
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* @warning If the modification callback modifies the entity's archetype (i.e. attaches or
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* detaches components), the behavior is undefined
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*
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* TODO: can we allow the callback to modify the archetype?
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*/
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// TODO: implement
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template <typename ... Components, typename Function>
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