Squashed 'external/entt/entt/' content from commit fef92113
git-subtree-dir: external/entt/entt git-subtree-split: fef921132cae7588213d0f9bcd2fb9c8ffd8b7fc
This commit is contained in:
40
docs/CMakeLists.txt
Normal file
40
docs/CMakeLists.txt
Normal file
@ -0,0 +1,40 @@
|
||||
#
|
||||
# Doxygen configuration (documentation)
|
||||
#
|
||||
|
||||
set(DOXY_DEPS_DIRECTORY ${EnTT_SOURCE_DIR}/deps)
|
||||
set(DOXY_SOURCE_DIRECTORY ${EnTT_SOURCE_DIR}/src)
|
||||
set(DOXY_DOCS_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
|
||||
set(DOXY_OUTPUT_DIRECTORY ${CMAKE_CURRENT_BINARY_DIR})
|
||||
|
||||
configure_file(doxy.in doxy.cfg @ONLY)
|
||||
|
||||
add_custom_target(
|
||||
docs ALL
|
||||
COMMAND ${DOXYGEN_EXECUTABLE} ${CMAKE_CURRENT_BINARY_DIR}/doxy.cfg
|
||||
WORKING_DIRECTORY ${EnTT_SOURCE_DIR}
|
||||
VERBATIM
|
||||
SOURCES
|
||||
dox/extra.dox
|
||||
md/config.md
|
||||
md/container.md
|
||||
md/core.md
|
||||
md/entity.md
|
||||
md/faq.md
|
||||
md/lib.md
|
||||
md/links.md
|
||||
md/locator.md
|
||||
md/meta.md
|
||||
md/poly.md
|
||||
md/process.md
|
||||
md/reference.md
|
||||
md/resource.md
|
||||
md/signal.md
|
||||
md/unreal.md
|
||||
doxy.in
|
||||
)
|
||||
|
||||
install(
|
||||
DIRECTORY ${DOXY_OUTPUT_DIRECTORY}/html
|
||||
DESTINATION share/${PROJECT_NAME}-${PROJECT_VERSION}/
|
||||
)
|
5
docs/dox/extra.dox
Normal file
5
docs/dox/extra.dox
Normal file
@ -0,0 +1,5 @@
|
||||
/**
|
||||
* @namespace entt
|
||||
*
|
||||
* @brief `EnTT` default namespace.
|
||||
*/
|
2682
docs/doxy.in
Normal file
2682
docs/doxy.in
Normal file
File diff suppressed because it is too large
Load Diff
121
docs/md/config.md
Normal file
121
docs/md/config.md
Normal file
@ -0,0 +1,121 @@
|
||||
# Crash Course: configuration
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [Definitions](#definitions)
|
||||
* [ENTT_NOEXCEPTION](#entt_noexception)
|
||||
* [ENTT_USE_ATOMIC](#entt_use_atomic)
|
||||
* [ENTT_ID_TYPE](#entt_id_type)
|
||||
* [ENTT_SPARSE_PAGE](#entt_sparse_page)
|
||||
* [ENTT_PACKED_PAGE](#entt_packed_page)
|
||||
* [ENTT_ASSERT](#entt_assert)
|
||||
* [ENTT_ASSERT_CONSTEXPR](#entt_assert_constexpr)
|
||||
* [ENTT_DISABLE_ASSERT](#entt_disable_assert)
|
||||
* [ENTT_NO_ETO](#entt_no_eto)
|
||||
* [ENTT_STANDARD_CPP](#entt_standard_cpp)
|
||||
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
`EnTT` has become almost completely customizable over time, in many
|
||||
respects. These variables are just one of the many ways to customize how it
|
||||
works.<br/>
|
||||
In the vast majority of cases, users will have no interest in changing the
|
||||
default parameters. For all other cases, the list of possible configurations
|
||||
with which it's possible to adjust the behavior of the library at runtime can be
|
||||
found below.
|
||||
|
||||
# Definitions
|
||||
|
||||
All options are intended as parameters to the compiler (or user-defined macros
|
||||
within the compilation units, if preferred).<br/>
|
||||
Each parameter can result in internal library definitions. It's not recommended
|
||||
to try to also modify these definitions, since there is no guarantee that they
|
||||
will remain stable over time unlike the options below.
|
||||
|
||||
## ENTT_NOEXCEPTION
|
||||
|
||||
Define this variable without assigning any value to it to turn off exception
|
||||
handling in `EnTT`.<br/>
|
||||
This is roughly equivalent to setting the compiler flag `-fno-exceptions` but is
|
||||
also limited to this library only.
|
||||
|
||||
## ENTT_USE_ATOMIC
|
||||
|
||||
In general, `EnTT` doesn't offer primitives to support multi-threading. Many of
|
||||
the features can be split over multiple threads without any explicit control and
|
||||
the user is the one who knows if a synchronization point is required.<br/>
|
||||
However, some features aren't easily accessible to users and are made
|
||||
thread-safe by means of this definition.
|
||||
|
||||
## ENTT_ID_TYPE
|
||||
|
||||
`entt::id_type` is directly controlled by this definition and widely used within
|
||||
the library.<br/>
|
||||
By default, its type is `std::uint32_t`. However, users can define a different
|
||||
default type if necessary.
|
||||
|
||||
## ENTT_SPARSE_PAGE
|
||||
|
||||
It's known that the ECS module of `EnTT` is based on _sparse sets_. What is less
|
||||
known perhaps is that the sparse arrays are paged to reduce memory usage.<br/>
|
||||
Default size of pages (that is, the number of elements they contain) is 4096 but
|
||||
users can adjust it if appropriate. In all case, the chosen value **must** be a
|
||||
power of 2.
|
||||
|
||||
## ENTT_PACKED_PAGE
|
||||
|
||||
As it happens with sparse arrays, packed arrays are also paginated. However, in
|
||||
this case the aim isn't to reduce memory usage but to have pointer stability
|
||||
upon component creation.<br/>
|
||||
Default size of pages (that is, the number of elements they contain) is 1024 but
|
||||
users can adjust it if appropriate. In all case, the chosen value **must** be a
|
||||
power of 2.
|
||||
|
||||
## ENTT_ASSERT
|
||||
|
||||
For performance reasons, `EnTT` doesn't use exceptions or any other control
|
||||
structures. In fact, it offers many features that result in undefined behavior
|
||||
if not used correctly.<br/>
|
||||
To get around this, the library relies on a lot of asserts for the purpose of
|
||||
detecting errors in debug builds. By default, it uses `assert` internally. Users
|
||||
are allowed to overwrite its behavior by setting this variable.
|
||||
|
||||
### ENTT_ASSERT_CONSTEXPR
|
||||
|
||||
Usually, an assert within a `constexpr` function isn't a big deal. However, in
|
||||
case of extreme customizations, it might be useful to differentiate.<br/>
|
||||
For this purpose, `EnTT` introduces an admittedly badly named variable to make
|
||||
the job easier in this regard. By default, this variable forwards its arguments
|
||||
to `ENTT_ASSERT`.
|
||||
|
||||
### ENTT_DISABLE_ASSERT
|
||||
|
||||
Assertions may in turn affect performance to an extent when enabled. Whether
|
||||
`ENTT_ASSERT` and `ENTT_ASSERT_CONSTEXPR` are redefined or not, all asserts can
|
||||
be disabled at once by means of this definition.<br/>
|
||||
Note that `ENTT_DISABLE_ASSERT` takes precedence over the redefinition of the
|
||||
other variables and is therefore meant to disable all controls no matter what.
|
||||
|
||||
## ENTT_NO_ETO
|
||||
|
||||
In order to reduce memory consumption and increase performance, empty types are
|
||||
never instantiated nor stored by the ECS module of `EnTT`.<br/>
|
||||
Use this variable to treat these types like all others and therefore to create a
|
||||
dedicated storage for them.
|
||||
|
||||
## ENTT_STANDARD_CPP
|
||||
|
||||
`EnTT` mixes non-standard language features with others that are perfectly
|
||||
compliant to offer some of its functionalities.<br/>
|
||||
This definition prevents the library from using non-standard techniques, that
|
||||
is, functionalities that aren't fully compliant with the standard C++.<br/>
|
||||
While there are no known portability issues at the time of this writing, this
|
||||
should make the library fully portable anyway if needed.
|
67
docs/md/container.md
Normal file
67
docs/md/container.md
Normal file
@ -0,0 +1,67 @@
|
||||
# Crash Course: containers
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [Containers](#containers)
|
||||
* [Dense map](#dense-map)
|
||||
* [Dense set](#dense-set)
|
||||
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
The standard C++ library offers a wide range of containers and it's really
|
||||
difficult to do better (although it's very easy to do worse, as many examples
|
||||
available online demonstrate).<br/>
|
||||
`EnTT` doesn't try in any way to replace what is offered by the standard. Quite
|
||||
the opposite, given the widespread use that is made of standard containers.<br/>
|
||||
However, the library also tries to fill a gap in features and functionality by
|
||||
making available some containers initially developed for internal use.
|
||||
|
||||
This section of the library is likely to grow larger over time. However, for the
|
||||
moment it's quite small and mainly aimed at satisfying some internal needs.<br/>
|
||||
For all containers made available, full test coverage and stability over time is
|
||||
guaranteed as usual.
|
||||
|
||||
# Containers
|
||||
|
||||
## Dense map
|
||||
|
||||
The dense map made available in `EnTT` is a hash map that aims to return a
|
||||
packed array of elements, so as to reduce the number of jumps in memory during
|
||||
iterations.<br/>
|
||||
The implementation is based on _sparse sets_ and each bucket is identified by an
|
||||
implicit list within the packed array itself.
|
||||
|
||||
The interface is very close to its counterpart in the standard library, that is,
|
||||
`std::unordered_map`.<br/>
|
||||
However, both local and non-local iterators returned by a dense map belong to
|
||||
the input iterator category although they respectively model the concepts of a
|
||||
_forward iterator_ type and a _random access iterator_ type.<br/>
|
||||
This is because they return a pair of references rather than a reference to a
|
||||
pair. In other words, dense maps return a so called _proxy iterator_ the value
|
||||
type of which is:
|
||||
|
||||
* `std::pair<const Key &, Type &>` for non-const iterator types.
|
||||
* `std::pair<const Key &, const Type &>` for const iterator types.
|
||||
|
||||
This is quite different from what any standard library map returns and should be
|
||||
taken into account when looking for a drop-in replacement.
|
||||
|
||||
## Dense set
|
||||
|
||||
The dense set made available in `EnTT` is a hash set that aims to return a
|
||||
packed array of elements, so as to reduce the number of jumps in memory during
|
||||
iterations.<br/>
|
||||
The implementation is based on _sparse sets_ and each bucket is identified by an
|
||||
implicit list within the packed array itself.
|
||||
|
||||
The interface is in all respects similar to its counterpart in the standard
|
||||
library, that is, `std::unordered_set`.<br/>
|
||||
Therefore, there is no need to go into the API description.
|
1011
docs/md/core.md
Normal file
1011
docs/md/core.md
Normal file
File diff suppressed because it is too large
Load Diff
2252
docs/md/entity.md
Normal file
2252
docs/md/entity.md
Normal file
File diff suppressed because it is too large
Load Diff
215
docs/md/faq.md
Normal file
215
docs/md/faq.md
Normal file
@ -0,0 +1,215 @@
|
||||
# Frequently Asked Questions
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [FAQ](#faq)
|
||||
* [Why is my debug build on Windows so slow?](#why-is-my-debug-build-on-windows-so-slow)
|
||||
* [How can I represent hierarchies with my components?](#how-can-i-represent-hierarchies-with-my-components)
|
||||
* [Custom entity identifiers: yay or nay?](#custom-entity-identifiers-yay-or-nay)
|
||||
* [Warning C4307: integral constant overflow](#warning-C4307-integral-constant-overflow)
|
||||
* [Warning C4003: the min, the max and the macro](#warning-C4003-the-min-the-max-and-the-macro)
|
||||
* [The standard and the non-copyable types](#the-standard-and-the-non-copyable-types)
|
||||
* [Which functions trigger which signals](#which-functions-trigger-which-signals)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
This is a constantly updated section where I'm trying to put the answers to the
|
||||
most frequently asked questions.<br/>
|
||||
If you don't find your answer here, there are two cases: nobody has done it yet
|
||||
or this section needs updating. In both cases, you can
|
||||
[open a new issue](https://github.com/skypjack/entt/issues/new) or enter either
|
||||
the [gitter channel](https://gitter.im/skypjack/entt) or the
|
||||
[discord server](https://discord.gg/5BjPWBd) to ask for help.<br/>
|
||||
Probably someone already has an answer for you and we can then integrate this
|
||||
part of the documentation.
|
||||
|
||||
# FAQ
|
||||
|
||||
## Why is my debug build on Windows so slow?
|
||||
|
||||
`EnTT` is an experimental project that I also use to keep me up-to-date with the
|
||||
latest revision of the language and the standard library. For this reason, it's
|
||||
likely that some classes you're working with are using standard containers under
|
||||
the hood.<br/>
|
||||
Unfortunately, it's known that the standard containers aren't particularly
|
||||
performing in debugging (the reasons for this go beyond this document) and are
|
||||
even less so on Windows apparently. Fortunately this can also be mitigated a
|
||||
lot, achieving good results in many cases.
|
||||
|
||||
First of all, there are two things to do in a Windows project:
|
||||
|
||||
* Disable the [`/JMC`](https://docs.microsoft.com/cpp/build/reference/jmc)
|
||||
option (_Just My Code_ debugging), available starting with Visual Studio 2017
|
||||
version 15.8.
|
||||
|
||||
* Set the [`_ITERATOR_DEBUG_LEVEL`](https://docs.microsoft.com/cpp/standard-library/iterator-debug-level)
|
||||
macro to 0. This will disable checked iterators and iterator debugging.
|
||||
|
||||
Moreover, set the `ENTT_DISABLE_ASSERT` variable or redefine the `ENTT_ASSERT`
|
||||
macro to disable internal debug checks in `EnTT`:
|
||||
|
||||
```cpp
|
||||
#define ENTT_ASSERT(...) ((void)0)
|
||||
```
|
||||
|
||||
These asserts are introduced to help the users but they require to access to the
|
||||
underlying containers and therefore risk ruining the performance in some cases.
|
||||
|
||||
With these changes, debug performance should increase enough in most cases. If
|
||||
you want something more, you can also switch to an optimization level `O0` or
|
||||
preferably `O1`.
|
||||
|
||||
## How can I represent hierarchies with my components?
|
||||
|
||||
This is one of the first questions that anyone makes when starting to work with
|
||||
the entity-component-system architectural pattern.<br/>
|
||||
There are several approaches to the problem and the best one depends mainly on
|
||||
the real problem one is facing. In all cases, how to do it doesn't strictly
|
||||
depend on the library in use, but the latter certainly allows or not different
|
||||
techniques depending on how the data are laid out.
|
||||
|
||||
I tried to describe some of the approaches that fit well with the model of
|
||||
`EnTT`. [This](https://skypjack.github.io/2019-06-25-ecs-baf-part-4/) is the
|
||||
first post of a series that tries to _explore_ the problem. More will probably
|
||||
come in future.<br/>
|
||||
In addition, `EnTT` also offers the possibility to create stable storage types
|
||||
and therefore have pointer stability for one, all or some components. This is by
|
||||
far the most convenient solution when it comes to creating hierarchies and
|
||||
whatnot. See the documentation for the ECS part of the library and in particular
|
||||
what concerns the `component_traits` class for further details.
|
||||
|
||||
## Custom entity identifiers: yay or nay?
|
||||
|
||||
Custom entity identifiers are definitely a good idea in two cases at least:
|
||||
|
||||
* If `std::uint32_t` isn't large enough for your purposes, since this is the
|
||||
underlying type of `entt::entity`.
|
||||
|
||||
* If you want to avoid conflicts when using multiple registries.
|
||||
|
||||
Identifiers can be defined through enum classes and class types that define an
|
||||
`entity_type` member of type `std::uint32_t` or `std::uint64_t`.<br/>
|
||||
In fact, this is a definition equivalent to that of `entt::entity`:
|
||||
|
||||
```cpp
|
||||
enum class entity: std::uint32_t {};
|
||||
```
|
||||
|
||||
There is no limit to the number of identifiers that can be defined.
|
||||
|
||||
## Warning C4307: integral constant overflow
|
||||
|
||||
According to [this](https://github.com/skypjack/entt/issues/121) issue, using a
|
||||
hashed string under VS (toolset v141) could generate a warning.<br/>
|
||||
First of all, I want to reassure you: it's expected and harmless. However, it
|
||||
can be annoying.
|
||||
|
||||
To suppress it and if you don't want to suppress all the other warnings as well,
|
||||
here is a workaround in the form of a macro:
|
||||
|
||||
```cpp
|
||||
#if defined(_MSC_VER)
|
||||
#define HS(str) __pragma(warning(suppress:4307)) entt::hashed_string{str}
|
||||
#else
|
||||
#define HS(str) entt::hashed_string{str}
|
||||
#endif
|
||||
```
|
||||
|
||||
With an example of use included:
|
||||
|
||||
```cpp
|
||||
constexpr auto identifier = HS("my/resource/identifier");
|
||||
```
|
||||
|
||||
Thanks to [huwpascoe](https://github.com/huwpascoe) for the courtesy.
|
||||
|
||||
## Warning C4003: the min, the max and the macro
|
||||
|
||||
On Windows, a header file defines two macros `min` and `max` which may result in
|
||||
conflicts with their counterparts in the standard library and therefore in
|
||||
errors during compilation.
|
||||
|
||||
It's a pretty big problem but fortunately it's not a problem of `EnTT` and there
|
||||
is a fairly simple solution to it.<br/>
|
||||
It consists in defining the `NOMINMAX` macro before including any other header
|
||||
so as to get rid of the extra definitions:
|
||||
|
||||
```cpp
|
||||
#define NOMINMAX
|
||||
```
|
||||
|
||||
Please refer to [this](https://github.com/skypjack/entt/issues/96) issue for
|
||||
more details.
|
||||
|
||||
## The standard and the non-copyable types
|
||||
|
||||
`EnTT` uses internally the trait `std::is_copy_constructible_v` to check if a
|
||||
component is actually copyable. However, this trait doesn't really check whether
|
||||
a type is actually copyable. Instead, it just checks that a suitable copy
|
||||
constructor and copy operator exist.<br/>
|
||||
This can lead to surprising results due to some idiosyncrasies of the standard.
|
||||
|
||||
For example, `std::vector` defines a copy constructor that is conditionally
|
||||
enabled depending on whether the value type is copyable or not. As a result,
|
||||
`std::is_copy_constructible_v` returns true for the following specialization:
|
||||
|
||||
```cpp
|
||||
struct type {
|
||||
std::vector<std::unique_ptr<action>> vec;
|
||||
};
|
||||
```
|
||||
|
||||
However, the copy constructor is effectively disabled upon specialization.
|
||||
Therefore, trying to assign an instance of this type to an entity may trigger a
|
||||
compilation error.<br/>
|
||||
As a workaround, users can mark the type explicitly as non-copyable. This also
|
||||
suppresses the implicit generation of the move constructor and operator, which
|
||||
will therefore have to be defaulted accordingly:
|
||||
|
||||
```cpp
|
||||
struct type {
|
||||
type(const type &) = delete;
|
||||
type(type &&) = default;
|
||||
|
||||
type & operator=(const type &) = delete;
|
||||
type & operator=(type &&) = default;
|
||||
|
||||
std::vector<std::unique_ptr<action>> vec;
|
||||
};
|
||||
```
|
||||
|
||||
Note that aggregate initialization is also disabled as a consequence.<br/>
|
||||
Fortunately, this type of trick is quite rare. The bad news is that there is no
|
||||
way to deal with it at the library level, this being due to the design of the
|
||||
language. On the other hand, the fact that the language itself also offers a way
|
||||
to mitigate the problem makes it manageable.
|
||||
|
||||
## Which functions trigger which signals
|
||||
|
||||
The `registry` class offers three signals that are emitted following specific
|
||||
operations. Maybe not everyone knows what these operations are, though.<br/>
|
||||
If this isn't clear, below you can find a _vademecum_ for this purpose:
|
||||
|
||||
* `on_created` is invoked when a component is first added (neither modified nor
|
||||
replaced) to an entity.
|
||||
|
||||
* `on_update` is called whenever an existing component is modified or replaced.
|
||||
|
||||
* `on_destroyed` is called when a component is explicitly or implicitly removed
|
||||
from an entity.
|
||||
|
||||
Among the most controversial functions can be found `emplace_or_replace` and
|
||||
`destroy`. However, following the above rules, it's quite simple to know what
|
||||
will happen.<br/>
|
||||
In the first case, `on_created` is invoked if the entity has not the component,
|
||||
otherwise the latter is replaced and therefore `on_update` is triggered. As for
|
||||
the second case, components are removed from their entities and thus freed when
|
||||
they are recycled. It means that `on_destroyed` is triggered for every component
|
||||
owned by the entity that is destroyed.
|
299
docs/md/graph.md
Normal file
299
docs/md/graph.md
Normal file
@ -0,0 +1,299 @@
|
||||
# Crash Course: graph
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [Data structures](#data-structures)
|
||||
* [Adjacency matrix](#adjacency-matrix)
|
||||
* [Graphviz dot language](#graphviz-dot-language)
|
||||
* [Flow builder](#flow-builder)
|
||||
* [Tasks and resources](#tasks-and-resources)
|
||||
* [Fake resources and order of execution](#fake-resources-and-order-of-execution)
|
||||
* [Sync points](#sync-points)
|
||||
* [Execution graph](#execution-graph)
|
||||
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
`EnTT` doesn't aim to offer everything one needs to work with graphs. Therefore,
|
||||
anyone looking for this in the _graph_ submodule will be disappointed.<br/>
|
||||
Quite the opposite is true. This submodule is minimal and contains only the data
|
||||
structures and algorithms strictly necessary for the development of some tools
|
||||
such as the _flow builder_.
|
||||
|
||||
# Data structures
|
||||
|
||||
As anticipated in the introduction, the aim isn't to offer all possible data
|
||||
structures suitable for representing and working with graphs. Many will likely
|
||||
be added or refined over time, however I want to discourage anyone expecting
|
||||
tight scheduling on the subject.<br/>
|
||||
The data structures presented in this section are mainly useful for the
|
||||
development and support of some tools which are also part of the same submodule.
|
||||
|
||||
## Adjacency matrix
|
||||
|
||||
The adjacency matrix is designed to represent either a directed or an undirected
|
||||
graph:
|
||||
|
||||
```cpp
|
||||
entt::adjacency_matrix<entt::directed_tag> adjacency_matrix{};
|
||||
```
|
||||
|
||||
The `directed_tag` type _creates_ the graph as directed. There is also an
|
||||
`undirected_tag` counterpart which creates it as undirected.<br/>
|
||||
The interface deviates slightly from the typical double indexing of C and offers
|
||||
an API that is perhaps more familiar to a C++ programmer. Therefore, the access
|
||||
and modification of an element will take place via the `contains`, `insert` and
|
||||
`erase` functions rather than a double call to an `operator[]`:
|
||||
|
||||
```cpp
|
||||
if(adjacency_matrix.contains(0u, 1u)) {
|
||||
adjacency_matrix.erase(0u, 1u);
|
||||
} else {
|
||||
adjacency_matrix.insert(0u, 1u);
|
||||
}
|
||||
```
|
||||
|
||||
Both `insert` and` erase` are idempotent functions which have no effect if the
|
||||
element already exists or has already been deleted.<br/>
|
||||
The first one returns an `std::pair` containing the iterator to the element and
|
||||
a boolean value indicating whether the element has been inserted or was already
|
||||
present. The second one instead returns the number of deleted elements (0 or 1).
|
||||
|
||||
An adjacency matrix must be initialized with the number of elements (vertices)
|
||||
when constructing it but can also be resized later using the `resize` function:
|
||||
|
||||
```cpp
|
||||
entt::adjacency_matrix<entt::directed_tag> adjacency_matrix{3u};
|
||||
```
|
||||
|
||||
To visit all vertices, the class offers a function named `vertices` that returns
|
||||
an iterable object suitable for the purpose:
|
||||
|
||||
```cpp
|
||||
for(auto &&vertex: adjacency_matrix.vertices()) {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
Note that the same result can be obtained with the following snippet, since the
|
||||
vertices are unsigned integral values:
|
||||
|
||||
```cpp
|
||||
for(auto last = adjacency_matrix.size(), pos = {}; pos < last; ++pos) {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
As for visiting the edges, a few functions are available.<br/>
|
||||
When the purpose is to visit all the edges of a given adjacency matrix, the
|
||||
`edges` function returns an iterable object that can be used to get them as
|
||||
pairs of vertices:
|
||||
|
||||
```cpp
|
||||
for(auto [lhs, rhs]: adjacency_matrix.edges()) {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
On the other hand, if the goal is to visit all the in- or out-edges of a given
|
||||
vertex, the `in_edges` and `out_edges` functions are meant for that:
|
||||
|
||||
```cpp
|
||||
for(auto [lhs, rhs]: adjacency_matrix.out_edges(3u)) {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
As might be expected, these functions expect the vertex to visit (that is, to
|
||||
return the in- or out-edges for) as an argument.<br/>
|
||||
Finally, the adjacency matrix is an allocator-aware container and offers most of
|
||||
the functionality one would expect from this type of containers, such as `clear`
|
||||
or 'get_allocator` and so on.
|
||||
|
||||
## Graphviz dot language
|
||||
|
||||
As it's one of the most popular formats, the library offers minimal support for
|
||||
converting a graph to a Graphviz dot snippet.<br/>
|
||||
The simplest way is to pass both an output stream and a graph to the `dot`
|
||||
function:
|
||||
|
||||
```cpp
|
||||
std::ostringstream output{};
|
||||
entt::dot(output, adjacency_matrix);
|
||||
```
|
||||
|
||||
However, there is also the option of providing a callback to which the vertices
|
||||
are passed and which can be used to add (`dot`) properties to the output from
|
||||
time to time:
|
||||
|
||||
```cpp
|
||||
std::ostringstream output{};
|
||||
entt::dot(output, adjacency_matrix, [](auto &output, auto vertex) {
|
||||
out << "label=\"v\"" << vertex << ",shape=\"box\"";
|
||||
});
|
||||
```
|
||||
|
||||
This second mode is particularly convenient when the user wants to associate
|
||||
data managed externally to the graph being converted.
|
||||
|
||||
# Flow builder
|
||||
|
||||
A flow builder is used to create execution graphs from tasks and resources.<br/>
|
||||
The implementation is as generic as possible and doesn't bind to any other part
|
||||
of the library.
|
||||
|
||||
This class is designed as a sort of _state machine_ to which a specific task is
|
||||
attached for which the resources accessed in read-only or read-write mode are
|
||||
specified.<br/>
|
||||
Most of the functions in the API also return the flow builder itself, according
|
||||
to what is the common sense API when it comes to builder classes.
|
||||
|
||||
Once all tasks have been registered and resources assigned to them, an execution
|
||||
graph in the form of an adjacency matrix is returned to the user.<br/>
|
||||
This graph contains all the tasks assigned to the flow builder in the form of
|
||||
_vertices_. The _vertex_ itself can be used as an index to get the identifier
|
||||
passed during registration.
|
||||
|
||||
## Tasks and resources
|
||||
|
||||
Although these terms are used extensively in the documentation, the flow builder
|
||||
has no real concept of tasks and resources.<br/>
|
||||
This class works mainly with _identifiers_, that is, values of type `id_type`.
|
||||
That is, both tasks and resources are identified by integral values.<br/>
|
||||
This allows not to couple the class itself to the rest of the library or to any
|
||||
particular data structure. On the other hand, it requires the user to keep track
|
||||
of the association between identifiers and operations or actual data.
|
||||
|
||||
Once a flow builder has been created (which requires no constructor arguments),
|
||||
the first thing to do is to bind a task. This will indicate to the builder who
|
||||
intends to consume the resources that will be specified immediately after:
|
||||
|
||||
```cpp
|
||||
entt::flow builder{};
|
||||
builder.bind("task_1"_hs);
|
||||
```
|
||||
|
||||
Note that the example uses the `EnTT` hashed string to generate an identifier
|
||||
for the task.<br/>
|
||||
Indeed, the use of `id_type` as an identifier type is not by accident. In fact,
|
||||
it matches well with the internal hashed string class. Moreover, it's also the
|
||||
same type returned by the hash function of the internal RTTI system, in case the
|
||||
user wants to rely on that.<br/>
|
||||
However, being an integral value, it leaves the user full freedom to rely on his
|
||||
own tools if he deems it necessary.
|
||||
|
||||
Once a task has been associated with the flow builder, it can be assigned
|
||||
read-only or read-write resources, as appropriate:
|
||||
|
||||
```cpp
|
||||
builder
|
||||
.bind("task_1"_hs)
|
||||
.ro("resource_1"_hs)
|
||||
.ro("resource_2"_hs)
|
||||
.bind("task_2"_hs)
|
||||
.rw("resource_2"_hs)
|
||||
```
|
||||
|
||||
As mentioned, many functions return the builder itself and it's therefore easy
|
||||
to concatenate the different calls.<br/>
|
||||
Also in the case of resources, these are identified by numeric values of type
|
||||
`id_type`. As above, the choice is not entirely random. This goes well with the
|
||||
tools offered by the library while leaving room for maximum flexibility.
|
||||
|
||||
Finally, both the `ro` and` rw` functions also offer an overload that accepts a
|
||||
pair of iterators, so that one can pass a range of resources in one go.
|
||||
|
||||
## Fake resources and order of execution
|
||||
|
||||
The flow builder doesn't offer the ability to specify when a task should execute
|
||||
before or after another task.<br/>
|
||||
In fact, the order of _registration_ on the resources also determines the order
|
||||
in which the tasks are processed during the generation of the execution graph.
|
||||
|
||||
However, there is a way to force the execution order of two processes.<br/>
|
||||
Briefly, since accessing a resource in opposite modes requires sequential rather
|
||||
than parallel scheduling, it's possible to make use of fake resources to force
|
||||
the order execution:
|
||||
|
||||
```cpp
|
||||
builder
|
||||
.bind("task_1"_hs)
|
||||
.ro("resource_1"_hs)
|
||||
.rw("fake"_hs)
|
||||
.bind("task_2"_hs)
|
||||
.ro("resource_2"_hs)
|
||||
.ro("fake"_hs)
|
||||
.bind("task_3"_hs)
|
||||
.ro("resource_2"_hs)
|
||||
.ro("fake"_hs)
|
||||
```
|
||||
|
||||
This snippet forces the execution of `task_2` and `task_3` **after** `task_1`.
|
||||
This is due to the fact that the latter sets a read-write requirement on a fake
|
||||
resource that the other tasks also want to access in read-only mode.<br/>
|
||||
Similarly, it's possible to force a task to run after a certain group:
|
||||
|
||||
```cpp
|
||||
builder
|
||||
.bind("task_1"_hs)
|
||||
.ro("resource_1"_hs)
|
||||
.ro("fake"_hs)
|
||||
.bind("task_2"_hs)
|
||||
.ro("resource_1"_hs)
|
||||
.ro("fake"_hs)
|
||||
.bind("task_3"_hs)
|
||||
.ro("resource_2"_hs)
|
||||
.rw("fake"_hs)
|
||||
```
|
||||
|
||||
In this case, since there are a number of processes that want to read a specific
|
||||
resource, they will do so in parallel by forcing `task_3` to run after all the
|
||||
others tasks.
|
||||
|
||||
## Sync points
|
||||
|
||||
Sometimes it's useful to assign the role of _sync point_ to a node.<br/>
|
||||
Whether it accesses new resources or is simply a watershed, the procedure for
|
||||
assigning this role to a vertex is always the same: first it's tied to the flow
|
||||
builder, then the `sync` function is invoked:
|
||||
|
||||
```cpp
|
||||
builder.bind("sync_point"_hs).sync();
|
||||
```
|
||||
|
||||
The choice to assign an _identity_ to this type of nodes lies in the fact that,
|
||||
more often than not, they also perform operations on resources.<br/>
|
||||
If this isn't the case, it will still be possible to create no-op vertices to
|
||||
which empty tasks are assigned.
|
||||
|
||||
## Execution graph
|
||||
|
||||
Once both the resources and their consumers have been properly registered, the
|
||||
purpose of this tool is to generate an execution graph that takes into account
|
||||
all specified constraints to return the best scheduling for the vertices:
|
||||
|
||||
```cpp
|
||||
entt::adjacency_matrix<entt::directed_tag> graph = builder.graph();
|
||||
```
|
||||
|
||||
The search for the main vertices, that is those without in-edges, is usually the
|
||||
first thing required:
|
||||
|
||||
```cpp
|
||||
for(auto &&vertex: graph) {
|
||||
if(auto in_edges = graph.in_edges(vertex); in_edges.begin() == in_edges.end()) {
|
||||
// ...
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
Starting from them, using the other functions appropriately (such as `out_edges`
|
||||
to retrieve the children of a given task or `edges` to access their identifiers)
|
||||
it will be possible to instantiate an execution graph.
|
99
docs/md/lib.md
Normal file
99
docs/md/lib.md
Normal file
@ -0,0 +1,99 @@
|
||||
# Push EnTT across boundaries
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Working across boundaries](#working-across-boundaries)
|
||||
* [Smooth until proven otherwise](#smooth-until-proven-otherwise)
|
||||
* [Meta context](#meta-context)
|
||||
* [Memory management](#memory-management)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Working across boundaries
|
||||
|
||||
`EnTT` has historically had a limit when used across boundaries on Windows in
|
||||
general and on GNU/Linux when default visibility was set to hidden. The
|
||||
limitation was mainly due to a custom utility used to assign unique, sequential
|
||||
identifiers with different types.<br/>
|
||||
Fortunately, nowadays using `EnTT` across boundaries is much easier.
|
||||
|
||||
## Smooth until proven otherwise
|
||||
|
||||
Many classes in `EnTT` make extensive use of type erasure for their purposes.
|
||||
This isn't a problem on itself (in fact, it's the basis of an API so convenient
|
||||
to use). However, a way is needed to recognize the objects whose type has been
|
||||
erased on the other side of a boundary.<br/>
|
||||
The `type_hash` class template is how identifiers are generated and thus made
|
||||
available to the rest of the library. In general, this class doesn't arouse much
|
||||
interest. The only exception is when a conflict between identifiers occurs
|
||||
(definitely uncommon though) or when the default solution proposed by `EnTT`
|
||||
isn't suitable for the user's purposes.<br/>
|
||||
The section dedicated to `type_info` contains all the details to get around the
|
||||
issue in a concise and elegant way. Please refer to the specific documentation.
|
||||
|
||||
When working with linked libraries, compile definitions `ENTT_API_EXPORT` and
|
||||
`ENTT_API_IMPORT` can be used where there is a need to import or export symbols,
|
||||
so as to make everything work nicely across boundaries.<br/>
|
||||
On the other hand, everything should run smoothly when working with plugins or
|
||||
shared libraries that don't export any symbols.
|
||||
|
||||
For anyone who needs more details, the test suite contains multiple examples
|
||||
covering the most common cases (see the `lib` directory for all details).<br/>
|
||||
It goes without saying that it's impossible to cover **all** possible cases.
|
||||
However, what is offered should hopefully serve as a basis for all of them.
|
||||
|
||||
## Meta context
|
||||
|
||||
The runtime reflection system deserves a special mention when it comes to using
|
||||
it across boundaries.<br/>
|
||||
Since it's linked already to a static context to which the elements are attached
|
||||
and different contexts don't relate to each other, they must be _shared_ to
|
||||
allow the use of meta types across boundaries.
|
||||
|
||||
Fortunately, sharing a context is also trivial to do. First of all, the local
|
||||
one is acquired in the main space:
|
||||
|
||||
```cpp
|
||||
auto handle = entt::locator<entt::meta_ctx>::handle();
|
||||
```
|
||||
|
||||
Then, it's passed to the receiving space that sets it as its default context,
|
||||
thus discarding or storing aside the local one:
|
||||
|
||||
```cpp
|
||||
entt::locator<entt::meta_ctx>::reset(handle);
|
||||
```
|
||||
|
||||
From now on, both spaces refer to the same context and on it are attached all
|
||||
new meta types, no matter where they are created.<br/>
|
||||
Note that resetting the main context doesn't also propagate changes across
|
||||
boundaries. In other words, resetting a context results in the decoupling of the
|
||||
two sides and therefore a divergence in the contents.
|
||||
|
||||
## Memory Management
|
||||
|
||||
There is another subtle problem due to memory management that can lead to
|
||||
headaches.<br/>
|
||||
It can occur where there are pools of objects (such as components or events)
|
||||
dynamically created on demand. This is usually not a problem when working with
|
||||
linked libraries that rely on the same dynamic runtime. However, it can occur in
|
||||
the case of plugins or statically linked runtimes.
|
||||
|
||||
As an example, imagine creating an instance of `registry` in the main executable
|
||||
and sharing it with a plugin. If the latter starts working with a component that
|
||||
is unknown to the former, a dedicated pool is created within the registry on
|
||||
first use.<br/>
|
||||
As one can guess, this pool is instantiated on a different side of the boundary
|
||||
from the `registry`. Therefore, the instance is now managing memory from
|
||||
different spaces and this can quickly lead to crashes if not properly addressed.
|
||||
|
||||
To overcome the risk, it's recommended to use well-defined interfaces that make
|
||||
fundamental types pass through the boundaries, isolating the instances of the
|
||||
`EnTT` classes from time to time and as appropriate.<br/>
|
||||
Refer to the test suite for some examples, read the documentation available
|
||||
online about this type of issues or consult someone who has already had such
|
||||
experiences to avoid problems.
|
266
docs/md/links.md
Normal file
266
docs/md/links.md
Normal file
@ -0,0 +1,266 @@
|
||||
# EnTT in Action
|
||||
|
||||
`EnTT` is widely used in private and commercial applications. I cannot even
|
||||
mention most of them because of some signatures I put on some documents time
|
||||
ago. Fortunately, there are also people who took the time to implement open
|
||||
source projects based on `EnTT` and didn't hold back when it came to documenting
|
||||
them.
|
||||
|
||||
Below an incomplete list of games, applications and articles that can be used as
|
||||
a reference. Where I put the word _apparently_ means that the use of `EnTT` is
|
||||
documented but the authors didn't make explicit announcements or contacted me
|
||||
directly.
|
||||
|
||||
I hope this list can grow much more in the future:
|
||||
|
||||
* Games:
|
||||
* [Minecraft](https://minecraft.net/en-us/attribution/) by
|
||||
[Mojang](https://mojang.com/): of course, **that** Minecraft, see the
|
||||
open source attributions page for more details.
|
||||
* [Minecraft Earth](https://www.minecraft.net/en-us/about-earth) by
|
||||
[Mojang](https://mojang.com/): an augmented reality game for mobile, that
|
||||
lets users bring Minecraft into the real world.
|
||||
* [Ember Sword](https://embersword.com/): a modern Free-to-Play MMORPG with a
|
||||
player-driven economy, a classless combat system, and scarce, tradable
|
||||
cosmetic collectibles.
|
||||
* Apparently [Diablo II: Resurrected](https://diablo2.blizzard.com/) by
|
||||
[Blizzard](https://www.blizzard.com/): monsters, heroes, items, spells, all
|
||||
resurrected. Thanks unknown insider.
|
||||
* [Apparently](https://www.youtube.com/watch?v=P8xvOA3ikrQ&t=1105s)
|
||||
[Call of Duty: Vanguard](https://www.callofduty.com/vanguard) by
|
||||
[Sledgehammer Games](https://www.sledgehammergames.com/): I can neither
|
||||
confirm nor deny but there is a license I know in the credits.
|
||||
* Apparently [D&D Dark Alliance](https://darkalliance.wizards.com) by
|
||||
[Wizards of the Coast](https://company.wizards.com): your party, their
|
||||
funeral.
|
||||
* [TiltedOnline](https://github.com/tiltedphoques/TiltedOnline) by
|
||||
[Tilted Phoques](https://github.com/tiltedphoques): Skyrim and Fallout 4 mod
|
||||
to play online.
|
||||
* [Antkeeper](https://github.com/antkeeper/antkeeper-source): an ant colony
|
||||
simulation [game](https://antkeeper.com/).
|
||||
* [Openblack](https://github.com/openblack/openblack): open source
|
||||
reimplementation of the game _Black & White_ (2001).
|
||||
* [Land of the Rair](https://github.com/LandOfTheRair/core2): the new backend
|
||||
of [a retro-style MUD](https://rair.land/) for the new age.
|
||||
* [Face Smash](https://play.google.com/store/apps/details?id=com.gamee.facesmash):
|
||||
a game to play with your face.
|
||||
* [EnTT Pacman](https://github.com/Kerndog73/EnTT-Pacman): an example of how
|
||||
to make Pacman with `EnTT`.
|
||||
* [Wacman](https://github.com/carlfindahl/wacman): a pacman clone with OpenGL.
|
||||
* [Classic Tower Defence](https://github.com/kerndog73/Classic-Tower-Defence):
|
||||
a tiny little tower defence game featuring a homemade font.
|
||||
[Check it out](https://indi-kernick.itch.io/classic-tower-defence).
|
||||
* [The Machine](https://github.com/Kerndog73/The-Machine): a box pushing
|
||||
puzzler with logic gates and other cool stuff.
|
||||
[Check it out](https://indi-kernick.itch.io/the-machine-web-version).
|
||||
* [EnTTPong](https://github.com/DomRe/EnttPong): a basic game made to showcase
|
||||
different parts of `EnTT` and C++17.
|
||||
* [Randballs](https://github.com/gale93/randballs): simple `SFML` and `EnTT`
|
||||
playground.
|
||||
* [EnTT Tower Defense](https://github.com/Daivuk/tddod): a data oriented tower
|
||||
defense example.
|
||||
* [EnTT Breakout](https://github.com/vblanco20-1/entt-breakout): simple
|
||||
example of a breakout game, using `SDL` and `EnTT`.
|
||||
* [Arcade puzzle game with EnTT](https://github.com/MasonRG/ArcadePuzzleGame):
|
||||
arcade puzzle game made in C++ using the `SDL2` and `EnTT` libraries.
|
||||
* [Snake with EnTT](https://github.com/MasonRG/SnakeGame): simple snake game
|
||||
made in C++ with the `SDL2` and `EnTT` libraries.
|
||||
* [Mirrors lasers and robots](https://github.com/guillaume-haerinck/imac-tower-defense):
|
||||
a small tower defense game based on mirror orientation.
|
||||
* [PopHead](https://github.com/SPC-Some-Polish-Coders/PopHead/): 2D, Zombie,
|
||||
RPG game made from scratch in C++.
|
||||
* [Robotligan](https://github.com/Trisslotten/robotligan): multiplayer
|
||||
football game.
|
||||
* [DungeonSlayer](https://github.com/alohaeee/DungeonSlayer): 2D game made
|
||||
from scratch in C++.
|
||||
* [3DGame](https://github.com/kwarkGorny/3DGame): 2.5D top-down space shooter.
|
||||
* [Pulcher](https://github.com/AODQ/pulcher): 2D cross-platform game inspired
|
||||
by Quake.
|
||||
* [Destroid](https://github.com/tyrannicaltoucan/destroid): _one-bazillionth_
|
||||
arcade game about shooting dirty rocks in space, inspired by Asteroids.
|
||||
* [Wanderer](https://github.com/albin-johansson/wanderer): a 2D exploration
|
||||
based indie game.
|
||||
* [Spelunky<EFBFBD> Classic remake](https://github.com/dbeef/spelunky-psp): a truly
|
||||
multiplatform experience with a rewrite from scratch.
|
||||
* [CubbyTower](https://github.com/utilForever/CubbyTower): a simple tower
|
||||
defense game using C++ with Entity Component System (ECS).
|
||||
* [Runeterra](https://github.com/utilForever/Runeterra): Legends of Runeterra
|
||||
simulator using C++ with some reinforcement learning.
|
||||
* [Black Sun](https://store.steampowered.com/app/1670930/Black_Sun/): fly your
|
||||
space ship through a large 2D open world.
|
||||
* [PokeMaster](https://github.com/utilForever/PokeMaster): Pokemon Battle
|
||||
simulator using C++ with some reinforcement learning.
|
||||
* [HomeHearth](https://youtu.be/GrEWl8npL9Y): choose your hero, protect the
|
||||
town, before it's too late.
|
||||
* [City Builder Game](https://github.com/PhiGei2000/CityBuilderGame): a simple
|
||||
city-building game using C++ and OpenGL.
|
||||
* [BattleSub](https://github.com/bfeldpw/battlesub): two player 2D submarine
|
||||
game with some fluid dynamics.
|
||||
* [Crimson Rush](https://github.com/WilKam01/LuaCGame): a dungeon-crawler and
|
||||
rougelike inspired game about exploring and surviving as long as possible.
|
||||
* [Space Fight](https://github.com/cholushkin/SpaceFight): one screen
|
||||
multi-player arcade shooter game prototype.
|
||||
* [Confetti Party](https://github.com/hexerei/entt-confetti): C++ sample
|
||||
application as a starting point using `EnTT` and `SDL2`.
|
||||
|
||||
* Engines and the like:
|
||||
* [Aether Engine](https://hadean.com/spatial-simulation/)
|
||||
[v1.1+](https://docs.hadean.com/v1.1/Licenses/) by
|
||||
[Hadean](https://hadean.com/): a library designed for spatially partitioning
|
||||
agent-based simulations.
|
||||
* [Fling Engine](https://github.com/flingengine/FlingEngine): a Vulkan game
|
||||
engine with a focus on data oriented design.
|
||||
* [NovusCore](https://github.com/novuscore/NovusCore): a modern take on World
|
||||
of Warcraft emulation.
|
||||
* [Chrysalis](https://github.com/ivanhawkes/Chrysalis): action RPG SDK for
|
||||
CRYENGINE games.
|
||||
* [LM-Engine](https://github.com/Lawrencemm/LM-Engine): the Vim of game
|
||||
engines.
|
||||
* [Edyn](https://github.com/xissburg/edyn): a real-time physics engine
|
||||
organized as an ECS.
|
||||
* [MushMachine](https://github.com/MadeOfJelly/MushMachine): engine...
|
||||
vrooooommm.
|
||||
* [Antara Gaming SDK](https://github.com/KomodoPlatform/antara-gaming-sdk):
|
||||
the Komodo Gaming Software Development Kit.
|
||||
* [XVP](https://ravingbots.com/xvp-expansive-vehicle-physics-for-unreal-engine/):
|
||||
[_eXpansive Vehicle Physics_](https://github.com/raving-bots/xvp/wiki/Plugin-integration-guide)
|
||||
plugin for Unreal Engine.
|
||||
* [Apparently](https://teamwisp.github.io/credits/)
|
||||
[Wisp](https://teamwisp.github.io/product/) by
|
||||
[Team Wisp](https://teamwisp.github.io/): an advanced real-time ray tracing
|
||||
renderer built for the demands of video game artists.
|
||||
* [shiva](https://github.com/Milerius/shiva): modern C++ engine with
|
||||
modularity.
|
||||
* [ImGui/EnTT editor](https://github.com/Green-Sky/imgui_entt_entity_editor):
|
||||
a drop-in, single-file entity editor for `EnTT` that uses `ImGui` as
|
||||
graphical backend (with
|
||||
[demo code](https://github.com/Green-Sky/imgui_entt_entity_editor_demo)).
|
||||
* [SgOgl](https://github.com/stwe/SgOgl): a game engine library for OpenGL
|
||||
developed for educational purposes.
|
||||
* [Lumos](https://github.com/jmorton06/Lumos): game engine written in C++
|
||||
using OpenGL and Vulkan.
|
||||
* [Silvanus](https://github.com/hobbyistmaker/silvanus): Silvanus Fusion 360
|
||||
Box Generator.
|
||||
* [Lina Engine](https://github.com/inanevin/LinaEngine): an open-source,
|
||||
modular, tiny and fast C++ game engine, aimed to develop 3D desktop games.
|
||||
* [Spike](https://github.com/FahimFuad/Spike): a powerful game engine which
|
||||
can run on a toaster.
|
||||
* [Helena Framework](https://github.com/NIKEA-SOFT/HelenaFramework): a modern
|
||||
framework in C++17 for backend development.
|
||||
* [Unity/EnTT](https://github.com/TongTungGiang/unity-entt): tech demo of a
|
||||
native simulation layer using `EnTT` and `Unity` as a rendering engine.
|
||||
* [OverEngine](https://github.com/OverShifted/OverEngine): an over-engineered
|
||||
game engine.
|
||||
* [Electro](https://github.com/Electro-Technologies/Electro): high performance
|
||||
3D game engine with a high emphasis on rendering.
|
||||
* [Kawaii](https://github.com/Mathieu-Lala/Kawaii_Engine): a modern data
|
||||
oriented game engine.
|
||||
* [Becketron](https://github.com/Doctor-Foxling/Becketron): a game engine
|
||||
written mostly in C++.
|
||||
* [Spatial Engine](https://github.com/luizgabriel/Spatial.Engine): a
|
||||
cross-platform engine created on top of google's filament rendering engine.
|
||||
* [Kaguya](https://github.com/KaiH0717/Kaguya): D3D12 Rendering Engine.
|
||||
* [OpenAWE](https://github.com/OpenAWE-Project/OpenAWE): open implementation
|
||||
of the Alan Wake Engine.
|
||||
* [Nazara Engine](https://github.com/DigitalPulseSoftware/NazaraEngine): fast,
|
||||
cross-platform, object-oriented API to help in daily developer life.
|
||||
* [Billy Engine](https://github.com/billy4479/BillyEngine): some kind of a 2D
|
||||
engine based on `SDL2` and `EnTT`.
|
||||
* [Ducktape](https://github.com/DucktapeEngine/Ducktape): an open source C++
|
||||
2D & 3D game engine that focuses on being fast and powerful.
|
||||
|
||||
* Articles, videos and blog posts:
|
||||
* [Some posts](https://skypjack.github.io/tags/#entt) on my personal
|
||||
[blog](https://skypjack.github.io/) are about `EnTT`, for those who want to
|
||||
know **more** on this project.
|
||||
* [Game Engine series](https://www.youtube.com/c/TheChernoProject/videos) by
|
||||
[The Cherno](https://github.com/TheCherno) (not only about `EnTT` but also
|
||||
on the use of an ECS in general):
|
||||
- [Intro to EnTT](https://www.youtube.com/watch?v=D4hz0wEB978).
|
||||
- [Entities and Components](https://www.youtube.com/watch?v=-B1iu4QJTUc).
|
||||
- [The ENTITY Class](https://www.youtube.com/watch?v=GfSzeAcsBb0).
|
||||
- [Camera Systems](https://www.youtube.com/watch?v=ubZn7BlrnTU).
|
||||
- [Scene Camera](https://www.youtube.com/watch?v=UKVFRRufKzo).
|
||||
- [Native Scripting](https://www.youtube.com/watch?v=iIUhg88MK5M).
|
||||
- [Native Scripting (now with virtual functions!)](https://www.youtube.com/watch?v=1cHEcrIn8IQ).
|
||||
- [Scene Hierarchy Panel](https://www.youtube.com/watch?v=wziDnE8guvI).
|
||||
- [Properties Panel](https://www.youtube.com/watch?v=NBpB0qscF3E).
|
||||
- [Camera Component UI](https://www.youtube.com/watch?v=RIMt_6agUiU).
|
||||
- [Drawing Component UI](https://www.youtube.com/watch?v=u3yq8s3KuSE).
|
||||
- [Transform Component UI](https://www.youtube.com/watch?v=8JqcXYbzPJc).
|
||||
- [Adding/Removing Entities and Components UI](https://www.youtube.com/watch?v=PsyGmsIgp9M).
|
||||
- [Saving and Loading Scenes](https://www.youtube.com/watch?v=IEiOP7Y-Mbc).
|
||||
- ... And so on.
|
||||
[Check out](https://www.youtube.com/channel/UCQ-W1KE9EYfdxhL6S4twUNw) the
|
||||
_Game Engine Series_ by The Cherno for more videos.
|
||||
* [Space Battle: Huge edition](http://victor.madtriangles.com/code%20experiment/2018/06/11/post-ecs-battle-huge.html):
|
||||
huge space battle built entirely from scratch.
|
||||
* [Space Battle](https://github.com/vblanco20-1/ECS_SpaceBattle): huge space
|
||||
battle built on `UE4`.
|
||||
* [Experimenting with ECS in UE4](http://victor.madtriangles.com/code%20experiment/2018/03/25/post-ue4-ecs-battle.html):
|
||||
interesting article about `UE4` and `EnTT`.
|
||||
* [Implementing ECS architecture in UE4](https://forums.unrealengine.com/development-discussion/c-gameplay-programming/1449913-implementing-ecs-architecture-in-ue4-giant-space-battle):
|
||||
giant space battle.
|
||||
* [Conan Adventures (SFML and EnTT in C++)](https://leinnan.github.io/blog/conan-adventuressfml-and-entt-in-c.html):
|
||||
create projects in modern C++ using `SFML`, `EnTT`, `Conan` and `CMake`.
|
||||
* [Adding EnTT ECS to Chrysalis](https://www.tauradius.com/post/adding-an-ecs-to-chrysalis/):
|
||||
a blog entry (and its
|
||||
[follow-up](https://www.tauradius.com/post/chrysalis-update-2020-08-02/))
|
||||
about the integration of `EnTT` into `Chrysalis`, an action RPG SDK for
|
||||
CRYENGINE games.
|
||||
* [Creating Minecraft in One Week with C++ and Vulkan](https://vazgriz.com/189/creating-minecraft-in-one-week-with-c-and-vulkan/):
|
||||
a crack at recreating Minecraft in one week using a custom C++ engine and
|
||||
Vulkan ([code included](https://github.com/vazgriz/VoxelGame)).
|
||||
* [Ability Creator](https://www.erichildebrand.net/blog/ability-creator-project-retrospect):
|
||||
project retrospect by [Eric Hildebrand](https://www.erichildebrand.net/).
|
||||
* [EnTT Entity Component System Gaming Library](https://gamefromscratch.com/entt-entity-component-system-gaming-library/):
|
||||
`EnTT` on GameFromScratch.com.
|
||||
* [Custom C++ server for UE5](https://youtu.be/fbXZVNCOvjM) optimized for
|
||||
MMO(RPG)s and its [follow-up](https://youtu.be/yGlZeopx2hU) episode about
|
||||
player bots and full external ECS: a series definitely worth looking at.
|
||||
|
||||
* Any Other Business:
|
||||
* [ArcGIS Runtime SDKs](https://developers.arcgis.com/arcgis-runtime/) by
|
||||
[Esri](https://www.esri.com/): they use `EnTT` for the internal ECS and the
|
||||
cross platform C++ rendering engine. The SDKs are utilized by a lot of
|
||||
enterprise custom apps, as well as by Esri for its own public applications
|
||||
such as
|
||||
[Explorer](https://play.google.com/store/apps/details?id=com.esri.explorer),
|
||||
[Collector](https://play.google.com/store/apps/details?id=com.esri.arcgis.collector)
|
||||
and
|
||||
[Navigator](https://play.google.com/store/apps/details?id=com.esri.navigator).
|
||||
* [FASTSUITE Edition 2](https://www.fastsuite.com/en_EN/fastsuite/fastsuite-edition-2.html)
|
||||
by [Cenit](http://www.cenit.com/en_EN/about-us/overview.html): they use
|
||||
`EnTT` to drive their simulation, that is, the communication between robot
|
||||
controller emulator and renderer.
|
||||
* [Ragdoll](https://ragdolldynamics.com/): real-time physics for Autodesk Maya
|
||||
2020.
|
||||
* [Project Lagrange](https://github.com/adobe/lagrange): a robust geometry
|
||||
processing library by [Adobe](https://github.com/adobe).
|
||||
* [AtomicDEX](https://github.com/KomodoPlatform/atomicDEX-Desktop): a secure
|
||||
wallet and non-custodial decentralized exchange rolled into one application.
|
||||
* [Apparently](https://www.linkedin.com/in/skypjack/)
|
||||
[NIO](https://www.nio.io/): there was a collaboration to make some changes
|
||||
to `EnTT`, at the time used for internal projects.
|
||||
* [Apparently](https://www.linkedin.com/jobs/view/architekt-c%2B%2B-at-tieto-1219512333/)
|
||||
[Tieto](https://www.tieto.com/): they published a job post where `EnTT` was
|
||||
listed on their software stack.
|
||||
* [Sequentity](https://github.com/alanjfs/sequentity): A MIDI-like
|
||||
sequencer/tracker for C++ and `ImGui` (with `Magnum` and `EnTT`).
|
||||
* [EnTT meets Sol2](https://github.com/skaarj1989/entt-meets-sol2): freely
|
||||
available examples of how to combine `EnTT` and `Sol2`.
|
||||
* [Godot meets EnTT](https://github.com/portaloffreedom/godot_entt_example/):
|
||||
a simple example on how to use `EnTT` within
|
||||
[`Godot`](https://godotengine.org/).
|
||||
* [Godot and GameNetworkingSockets meet EnTT](https://github.com/portaloffreedom/godot_entt_net_example):
|
||||
a simple example on how to use `EnTT` and
|
||||
[`GameNetworkingSockets`](https://github.com/ValveSoftware/GameNetworkingSockets)
|
||||
within [`Godot`](https://godotengine.org/).
|
||||
* [MatchOneEntt](https://github.com/mhaemmerle/MatchOneEntt): port of
|
||||
[Match One](https://github.com/sschmid/Match-One) for `Entitas-CSharp`.
|
||||
* GitHub contains also
|
||||
[many other examples](https://github.com/search?o=desc&q=%22skypjack%2Fentt%22&s=indexed&type=Code)
|
||||
of use of `EnTT` from which to take inspiration if interested.
|
||||
|
||||
If you know of other resources out there that are about `EnTT`, feel free to
|
||||
open an issue or a PR and I'll be glad to add them to this page.
|
88
docs/md/locator.md
Normal file
88
docs/md/locator.md
Normal file
@ -0,0 +1,88 @@
|
||||
# Crash Course: service locator
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [Service locator](#service-locator)
|
||||
* [Opaque handles](#opaque-handles)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
Usually, service locators are tightly bound to the services they expose and it's
|
||||
hard to define a general purpose solution.<br/>
|
||||
This tiny class tries to fill the gap and gets rid of the burden of defining a
|
||||
different specific locator for each application.
|
||||
|
||||
# Service locator
|
||||
|
||||
The service locator API tries to mimic that of `std::optional` and adds some
|
||||
extra functionalities on top of it such as allocator support.<br/>
|
||||
There are a couple of functions to set up a service, namely `emplace` and
|
||||
`allocate_emplace`:
|
||||
|
||||
```cpp
|
||||
entt::locator<interface>::emplace<service>(argument);
|
||||
entt::locator<interface>::allocate_emplace<service>(allocator, argument);
|
||||
```
|
||||
|
||||
The difference is that the latter expects an allocator as the first argument and
|
||||
uses it to allocate the service itself.<br/>
|
||||
Once a service is set up, it's retrieved using the `value` function:
|
||||
|
||||
```cpp
|
||||
interface &service = entt::locator<interface>::value();
|
||||
```
|
||||
|
||||
Since the service may not be set (and therefore this function may result in an
|
||||
undefined behavior), the `has_value` and `value_or` functions are also available
|
||||
to test a service locator and to get a fallback service in case there is none:
|
||||
|
||||
```cpp
|
||||
if(entt::locator<interface>::has_value()) {
|
||||
// ...
|
||||
}
|
||||
|
||||
interface &service = entt::locator<interface>::value_or<fallback_impl>(argument);
|
||||
```
|
||||
|
||||
All arguments are used only if necessary, that is, if a service doesn't already
|
||||
exist and therefore the fallback service is constructed and returned. In all
|
||||
other cases, they are discarded.<br/>
|
||||
Finally, to reset a service, use the `reset` function.
|
||||
|
||||
## Opaque handles
|
||||
|
||||
Sometimes it's useful to _transfer_ a copy of a service to another locator. For
|
||||
example, when working across boundaries it's common to _share_ a service with a
|
||||
dynamically loaded module.<br/>
|
||||
Options aren't much in this case. Among these is the possibility of _exporting_
|
||||
services and assigning them to a different locator.
|
||||
|
||||
This is what the `handle` and `reset` functions are meant for.<br/>
|
||||
The former returns an opaque object useful for _exporting_ (or rather, obtaining
|
||||
a reference to) a service. The latter also accepts an optional argument to a
|
||||
handle which then allows users to reset a service by initializing it with an
|
||||
opaque handle:
|
||||
|
||||
```cpp
|
||||
auto handle = entt::locator<interface>::handle();
|
||||
entt::locator<interface>::reset(handle);
|
||||
```
|
||||
|
||||
It's worth noting that it's possible to get handles for uninitialized services
|
||||
and use them with other locators. Of course, all a user will get is to have an
|
||||
uninitialized service elsewhere as well.
|
||||
|
||||
Note that exporting a service allows users to _share_ the object currently set
|
||||
in a locator. Replacing it won't replace the element even where a service has
|
||||
been configured with a handle to the previous item.<br/>
|
||||
In other words, if an audio service is replaced with a null object to silence an
|
||||
application and the original service was shared, this operation won't propagate
|
||||
to the other locators. Therefore, a module that share the ownership of the
|
||||
original audio service is still able to emit sounds.
|
1023
docs/md/meta.md
Normal file
1023
docs/md/meta.md
Normal file
File diff suppressed because it is too large
Load Diff
359
docs/md/poly.md
Normal file
359
docs/md/poly.md
Normal file
@ -0,0 +1,359 @@
|
||||
# Crash Course: poly
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [Other libraries](#other-libraries)
|
||||
* [Concept and implementation](#concept-and-implementation)
|
||||
* [Deduced interface](#deduced-interface)
|
||||
* [Defined interface](#defined-interface)
|
||||
* [Fulfill a concept](#fulfill-a-concept)
|
||||
* [Inheritance](#inheritance)
|
||||
* [Static polymorphism in the wild](#static-polymorphism-in-the-wild)
|
||||
* [Storage size and alignment requirement](#storage-size-and-alignment-requirement)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
Static polymorphism is a very powerful tool in C++, albeit sometimes cumbersome
|
||||
to obtain.<br/>
|
||||
This module aims to make it simple and easy to use.
|
||||
|
||||
The library allows to define _concepts_ as interfaces to fulfill with concrete
|
||||
classes without having to inherit from a common base.<br/>
|
||||
This is, among others, one of the advantages of static polymorphism in general
|
||||
and of a generic wrapper like that offered by the `poly` class template in
|
||||
particular.<br/>
|
||||
What users get is an object that can be passed around as such and not through a
|
||||
reference or a pointer, as happens when it comes to working with dynamic
|
||||
polymorphism.
|
||||
|
||||
Since the `poly` class template makes use of `entt::any` internally, it also
|
||||
supports most of its feature. Among the most important, the possibility to
|
||||
create aliases to existing and thus unmanaged objects. This allows users to
|
||||
exploit the static polymorphism while maintaining ownership of objects.<br/>
|
||||
Likewise, the `poly` class template also benefits from the small buffer
|
||||
optimization offered by the `entt::any` class and therefore minimizes the number
|
||||
of allocations, avoiding them altogether where possible.
|
||||
|
||||
## Other libraries
|
||||
|
||||
There are some very interesting libraries regarding static polymorphism.<br/>
|
||||
Among all, the two that I prefer are:
|
||||
|
||||
* [`dyno`](https://github.com/ldionne/dyno): runtime polymorphism done right.
|
||||
* [`Poly`](https://github.com/facebook/folly/blob/master/folly/docs/Poly.md):
|
||||
a class template that makes it easy to define a type-erasing polymorphic
|
||||
object wrapper.
|
||||
|
||||
The former is admittedly an experimental library, with many interesting ideas.
|
||||
I've some doubts about the usefulness of some feature in real world projects,
|
||||
but perhaps my lack of experience comes into play here. In my opinion, its only
|
||||
flaw is the API which I find slightly more cumbersome than other solutions.<br/>
|
||||
The latter was undoubtedly a source of inspiration for this module, although I
|
||||
opted for different choices in the implementation of both the final API and some
|
||||
feature.
|
||||
|
||||
Either way, the authors are gurus of the C++ community, people I only have to
|
||||
learn from.
|
||||
|
||||
# Concept and implementation
|
||||
|
||||
The first thing to do to create a _type-erasing polymorphic object wrapper_ (to
|
||||
use the terminology introduced by Eric Niebler) is to define a _concept_ that
|
||||
types will have to adhere to.<br/>
|
||||
For this purpose, the library offers a single class that supports both deduced
|
||||
and fully defined interfaces. Although having interfaces deduced automatically
|
||||
is convenient and allows users to write less code in most cases, this has some
|
||||
limitations and it's therefore useful to be able to get around the deduction by
|
||||
providing a custom definition for the static virtual table.
|
||||
|
||||
Once the interface is defined, it will be sufficient to provide a generic
|
||||
implementation to fulfill the concept.<br/>
|
||||
Also in this case, the library allows customizations based on types or families
|
||||
of types, so as to be able to go beyond the generic case where necessary.
|
||||
|
||||
## Deduced interface
|
||||
|
||||
This is how a concept with a deduced interface is introduced:
|
||||
|
||||
```cpp
|
||||
struct Drawable: entt::type_list<> {
|
||||
template<typename Base>
|
||||
struct type: Base {
|
||||
void draw() { this->template invoke<0>(*this); }
|
||||
};
|
||||
|
||||
// ...
|
||||
};
|
||||
```
|
||||
|
||||
It's recognizable by the fact that it inherits from an empty type list.<br/>
|
||||
Functions can also be const, accept any number of parameters and return a type
|
||||
other than `void`:
|
||||
|
||||
```cpp
|
||||
struct Drawable: entt::type_list<> {
|
||||
template<typename Base>
|
||||
struct type: Base {
|
||||
bool draw(int pt) const { return this->template invoke<0>(*this, pt); }
|
||||
};
|
||||
|
||||
// ...
|
||||
};
|
||||
```
|
||||
|
||||
In this case, all parameters must be passed to `invoke` after the reference to
|
||||
`this` and the return value is whatever the internal call returns.<br/>
|
||||
As for `invoke`, this is a name that is injected into the _concept_ through
|
||||
`Base`, from which one must necessarily inherit. Since it's also a dependent
|
||||
name, the `this-> template` form is unfortunately necessary due to the rules of
|
||||
the language. However, there exists also an alternative that goes through an
|
||||
external call:
|
||||
|
||||
```cpp
|
||||
struct Drawable: entt::type_list<> {
|
||||
template<typename Base>
|
||||
struct type: Base {
|
||||
void draw() const { entt::poly_call<0>(*this); }
|
||||
};
|
||||
|
||||
// ...
|
||||
};
|
||||
```
|
||||
|
||||
Once the _concept_ is defined, users must provide a generic implementation of it
|
||||
in order to tell the system how any type can satisfy its requirements. This is
|
||||
done via an alias template within the concept itself.<br/>
|
||||
The index passed as a template parameter to either `invoke` or `poly_call`
|
||||
refers to how this alias is defined.
|
||||
|
||||
## Defined interface
|
||||
|
||||
A fully defined concept is no different to one for which the interface is
|
||||
deduced, with the only difference that the list of types is not empty this time:
|
||||
|
||||
```cpp
|
||||
struct Drawable: entt::type_list<void()> {
|
||||
template<typename Base>
|
||||
struct type: Base {
|
||||
void draw() { entt::poly_call<0>(*this); }
|
||||
};
|
||||
|
||||
// ...
|
||||
};
|
||||
```
|
||||
|
||||
Again, parameters and return values other than `void` are allowed. Also, the
|
||||
function type must be const when the method to bind to it is const:
|
||||
|
||||
```cpp
|
||||
struct Drawable: entt::type_list<bool(int) const> {
|
||||
template<typename Base>
|
||||
struct type: Base {
|
||||
bool draw(int pt) const { return entt::poly_call<0>(*this, pt); }
|
||||
};
|
||||
|
||||
// ...
|
||||
};
|
||||
```
|
||||
|
||||
Why should a user fully define a concept if the function types are the same as
|
||||
the deduced ones?<br>
|
||||
Because, in fact, this is exactly the limitation that can be worked around by
|
||||
manually defining the static virtual table.
|
||||
|
||||
When things are deduced, there is an implicit constraint.<br/>
|
||||
If the concept exposes a member function called `draw` with function type
|
||||
`void()`, a concept can be satisfied:
|
||||
|
||||
* Either by a class that exposes a member function with the same name and the
|
||||
same signature.
|
||||
|
||||
* Or through a lambda that makes use of existing member functions from the
|
||||
interface itself.
|
||||
|
||||
In other words, it's not possible to make use of functions not belonging to the
|
||||
interface, even if they are present in the types that fulfill the concept.<br/>
|
||||
Similarly, it's not possible to deduce a function in the static virtual table
|
||||
with a function type different from that of the associated member function in
|
||||
the interface itself.
|
||||
|
||||
Explicitly defining a static virtual table suppresses the deduction step and
|
||||
allows maximum flexibility when providing the implementation for a concept.
|
||||
|
||||
## Fulfill a concept
|
||||
|
||||
The `impl` alias template of a concept is used to define how it's fulfilled:
|
||||
|
||||
```cpp
|
||||
struct Drawable: entt::type_list<> {
|
||||
// ...
|
||||
|
||||
template<typename Type>
|
||||
using impl = entt::value_list<&Type::draw>;
|
||||
};
|
||||
```
|
||||
|
||||
In this case, it's stated that the `draw` method of a generic type will be
|
||||
enough to satisfy the requirements of the `Drawable` concept.<br/>
|
||||
Both member functions and free functions are supported to fulfill concepts:
|
||||
|
||||
```cpp
|
||||
template<typename Type>
|
||||
void print(Type &self) { self.print(); }
|
||||
|
||||
struct Drawable: entt::type_list<void()> {
|
||||
// ...
|
||||
|
||||
template<typename Type>
|
||||
using impl = entt::value_list<&print<Type>>;
|
||||
};
|
||||
```
|
||||
|
||||
Likewise, as long as the parameter types and return type support conversions to
|
||||
and from those of the function type referenced in the static virtual table, the
|
||||
actual implementation may differ in its function type since it's erased
|
||||
internally.<br/>
|
||||
Moreover, the `self` parameter isn't strictly required by the system and can be
|
||||
left out for free functions if not required.
|
||||
|
||||
Refer to the inline documentation for more details.
|
||||
|
||||
# Inheritance
|
||||
|
||||
_Concept inheritance_ is straightforward due to how poly looks like in `EnTT`.
|
||||
Therefore, it's quite easy to build hierarchies of concepts if necessary.<br/>
|
||||
The only constraint is that all concepts in a hierarchy must belong to the same
|
||||
_family_, that is, they must be either all deduced or all defined.
|
||||
|
||||
For a deduced concept, inheritance is achieved in a few steps:
|
||||
|
||||
```cpp
|
||||
struct DrawableAndErasable: entt::type_list<> {
|
||||
template<typename Base>
|
||||
struct type: typename Drawable::template type<Base> {
|
||||
static constexpr auto base = std::tuple_size_v<typename entt::poly_vtable<Drawable>::type>;
|
||||
void erase() { entt::poly_call<base + 0>(*this); }
|
||||
};
|
||||
|
||||
template<typename Type>
|
||||
using impl = entt::value_list_cat_t<
|
||||
typename Drawable::impl<Type>,
|
||||
entt::value_list<&Type::erase>
|
||||
>;
|
||||
};
|
||||
```
|
||||
|
||||
The static virtual table is empty and must remain so.<br/>
|
||||
On the other hand, `type` no longer inherits from `Base` and instead forwards
|
||||
its template parameter to the type exposed by the _base class_. Internally, the
|
||||
size of the static virtual table of the base class is used as an offset for the
|
||||
local indexes.<br/>
|
||||
Finally, by means of the `value_list_cat_t` utility, the implementation consists
|
||||
in appending the new functions to the previous list.
|
||||
|
||||
As for a defined concept instead, also the list of types must be extended, in a
|
||||
similar way to what is shown for the implementation of the above concept.<br/>
|
||||
To do this, it's useful to declare a function that allows to convert a _concept_
|
||||
into its underlying `type_list` object:
|
||||
|
||||
```cpp
|
||||
template<typename... Type>
|
||||
entt::type_list<Type...> as_type_list(const entt::type_list<Type...> &);
|
||||
```
|
||||
|
||||
The definition isn't strictly required, since the function will only be used
|
||||
through a `decltype` as it follows:
|
||||
|
||||
```cpp
|
||||
struct DrawableAndErasable: entt::type_list_cat_t<
|
||||
decltype(as_type_list(std::declval<Drawable>())),
|
||||
entt::type_list<void()>
|
||||
> {
|
||||
// ...
|
||||
};
|
||||
```
|
||||
|
||||
Similar to above, `type_list_cat_t` is used to concatenate the underlying static
|
||||
virtual table with the new function types.<br/>
|
||||
Everything else is the same as already shown instead.
|
||||
|
||||
# Static polymorphism in the wild
|
||||
|
||||
Once the _concept_ and implementation have been introduced, it will be possible
|
||||
to use the `poly` class template to contain instances that meet the
|
||||
requirements:
|
||||
|
||||
```cpp
|
||||
using drawable = entt::poly<Drawable>;
|
||||
|
||||
struct circle {
|
||||
void draw() { /* ... */ }
|
||||
};
|
||||
|
||||
struct square {
|
||||
void draw() { /* ... */ }
|
||||
};
|
||||
|
||||
// ...
|
||||
|
||||
drawable instance{circle{}};
|
||||
instance->draw();
|
||||
|
||||
instance = square{};
|
||||
instance->draw();
|
||||
```
|
||||
|
||||
The `poly` class template offers a wide range of constructors, from the default
|
||||
one (which will return an uninitialized `poly` object) to the copy and move
|
||||
constructors, as well as the ability to create objects in-place.<br/>
|
||||
Among others, there is also a constructor that allows users to wrap unmanaged
|
||||
objects in a `poly` instance (either const or non-const ones):
|
||||
|
||||
```cpp
|
||||
circle shape;
|
||||
drawable instance{std::in_place_type<circle &>, shape};
|
||||
```
|
||||
|
||||
Similarly, it's possible to create non-owning copies of `poly` from an existing
|
||||
object:
|
||||
|
||||
```cpp
|
||||
drawable other = instance.as_ref();
|
||||
```
|
||||
|
||||
In both cases, although the interface of the `poly` object doesn't change, it
|
||||
won't construct any element or take care of destroying the referenced objects.
|
||||
|
||||
Note also how the underlying concept is accessed via a call to `operator->` and
|
||||
not directly as `instance.draw()`.<br/>
|
||||
This allows users to decouple the API of the wrapper from that of the concept.
|
||||
Therefore, where `instance.data()` will invoke the `data` member function of the
|
||||
poly object, `instance->data()` will map directly to the functionality exposed
|
||||
by the underlying concept.
|
||||
|
||||
# Storage size and alignment requirement
|
||||
|
||||
Under the hood, the `poly` class template makes use of `entt::any`. Therefore,
|
||||
it can take advantage of the possibility of defining at compile-time the size of
|
||||
the storage suitable for the small buffer optimization as well as the alignment
|
||||
requirements:
|
||||
|
||||
```cpp
|
||||
entt::basic_poly<Drawable, sizeof(double[4]), alignof(double[4])>
|
||||
```
|
||||
|
||||
The default size is `sizeof(double[2])`, which seems like a good compromise
|
||||
between a buffer that is too large and one unable to hold anything larger than
|
||||
an integer. The alignment requirement is optional instead and by default such
|
||||
that it's the most stringent (the largest) for any object whose size is at most
|
||||
equal to the one provided.<br/>
|
||||
It's worth noting that providing a size of 0 (which is an accepted value in all
|
||||
respects) will force the system to dynamically allocate the contained objects in
|
||||
all cases.
|
212
docs/md/process.md
Normal file
212
docs/md/process.md
Normal file
@ -0,0 +1,212 @@
|
||||
# Crash Course: cooperative scheduler
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [The process](#the-process)
|
||||
* [Adaptor](#adaptor)
|
||||
* [The scheduler](#the-scheduler)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
Sometimes processes are a useful tool to work around the strict definition of a
|
||||
system and introduce logic in a different way, usually without resorting to the
|
||||
introduction of other components.
|
||||
|
||||
`EnTT` offers a minimal support to this paradigm by introducing a few classes
|
||||
that users can use to define and execute cooperative processes.
|
||||
|
||||
# The process
|
||||
|
||||
A typical process must inherit from the `process` class template that stays true
|
||||
to the CRTP idiom. Moreover, derived classes must specify what's the intended
|
||||
type for elapsed times.
|
||||
|
||||
A process should expose publicly the following member functions whether needed
|
||||
(note that it isn't required to define a function unless the derived class wants
|
||||
to _override_ the default behavior):
|
||||
|
||||
* `void update(Delta, void *);`
|
||||
|
||||
It's invoked once per tick until a process is explicitly aborted or it
|
||||
terminates either with or without errors. Even though it's not mandatory to
|
||||
declare this member function, as a rule of thumb each process should at
|
||||
least define it to work properly. The `void *` parameter is an opaque pointer
|
||||
to user data (if any) forwarded directly to the process during an update.
|
||||
|
||||
* `void init();`
|
||||
|
||||
It's invoked when the process joins the running queue of a scheduler. This
|
||||
happens as soon as it's attached to the scheduler if the process is a top
|
||||
level one, otherwise when it replaces its parent if the process is a
|
||||
continuation.
|
||||
|
||||
* `void succeeded();`
|
||||
|
||||
It's invoked in case of success, immediately after an update and during the
|
||||
same tick.
|
||||
|
||||
* `void failed();`
|
||||
|
||||
It's invoked in case of errors, immediately after an update and during the
|
||||
same tick.
|
||||
|
||||
* `void aborted();`
|
||||
|
||||
It's invoked only if a process is explicitly aborted. There is no guarantee
|
||||
that it executes in the same tick, this depends solely on whether the
|
||||
process is aborted immediately or not.
|
||||
|
||||
Derived classes can also change the internal state of a process by invoking
|
||||
`succeed` and `fail`, as well as `pause` and `unpause` the process itself. All
|
||||
these are protected member functions made available to be able to manage the
|
||||
life cycle of a process from a derived class.
|
||||
|
||||
Here is a minimal example for the sake of curiosity:
|
||||
|
||||
```cpp
|
||||
struct my_process: entt::process<my_process, std::uint32_t> {
|
||||
using delta_type = std::uint32_t;
|
||||
|
||||
my_process(delta_type delay)
|
||||
: remaining{delay}
|
||||
{}
|
||||
|
||||
void update(delta_type delta, void *) {
|
||||
remaining -= std::min(remaining, delta);
|
||||
|
||||
// ...
|
||||
|
||||
if(!remaining) {
|
||||
succeed();
|
||||
}
|
||||
}
|
||||
|
||||
private:
|
||||
delta_type remaining;
|
||||
};
|
||||
```
|
||||
|
||||
## Adaptor
|
||||
|
||||
Lambdas and functors can't be used directly with a scheduler for they are not
|
||||
properly defined processes with managed life cycles.<br/>
|
||||
This class helps in filling the gap and turning lambdas and functors into
|
||||
full-featured processes usable by a scheduler.
|
||||
|
||||
The function call operator has a signature similar to the one of the `update`
|
||||
function of a process but for the fact that it receives two extra arguments to
|
||||
call whenever a process is terminated with success or with an error:
|
||||
|
||||
```cpp
|
||||
void(Delta delta, void *data, auto succeed, auto fail);
|
||||
```
|
||||
|
||||
Parameters have the following meaning:
|
||||
|
||||
* `delta` is the elapsed time.
|
||||
* `data` is an opaque pointer to user data if any, `nullptr` otherwise.
|
||||
* `succeed` is a function to call when a process terminates with success.
|
||||
* `fail` is a function to call when a process terminates with errors.
|
||||
|
||||
Both `succeed` and `fail` accept no parameters at all.
|
||||
|
||||
Note that usually users shouldn't worry about creating adaptors at all. A
|
||||
scheduler creates them internally each and every time a lambda or a functor is
|
||||
used as a process.
|
||||
|
||||
# The scheduler
|
||||
|
||||
A cooperative scheduler runs different processes and helps managing their life
|
||||
cycles.
|
||||
|
||||
Each process is invoked once per tick. If it terminates, it's removed
|
||||
automatically from the scheduler and it's never invoked again. Otherwise it's
|
||||
a good candidate to run one more time the next tick.<br/>
|
||||
A process can also have a child. In this case, the parent process is replaced
|
||||
with its child when it terminates and only if it returns with success. In case
|
||||
of errors, both the parent process and its child are discarded. This way, it's
|
||||
easy to create chain of processes to run sequentially.
|
||||
|
||||
Using a scheduler is straightforward. To create it, users must provide only the
|
||||
type for the elapsed times and no arguments at all:
|
||||
|
||||
```cpp
|
||||
entt::scheduler<std::uint32_t> scheduler;
|
||||
```
|
||||
|
||||
It has member functions to query its internal data structures, like `empty` or
|
||||
`size`, as well as a `clear` utility to reset it to a clean state:
|
||||
|
||||
```cpp
|
||||
// checks if there are processes still running
|
||||
const auto empty = scheduler.empty();
|
||||
|
||||
// gets the number of processes still running
|
||||
entt::scheduler<std::uint32_t>::size_type size = scheduler.size();
|
||||
|
||||
// resets the scheduler to its initial state and discards all the processes
|
||||
scheduler.clear();
|
||||
```
|
||||
|
||||
To attach a process to a scheduler there are mainly two ways:
|
||||
|
||||
* If the process inherits from the `process` class template, it's enough to
|
||||
indicate its type and submit all the parameters required to construct it to
|
||||
the `attach` member function:
|
||||
|
||||
```cpp
|
||||
scheduler.attach<my_process>(1000u);
|
||||
```
|
||||
|
||||
* Otherwise, in case of a lambda or a functor, it's enough to provide an
|
||||
instance of the class to the `attach` member function:
|
||||
|
||||
```cpp
|
||||
scheduler.attach([](auto...){ /* ... */ });
|
||||
```
|
||||
|
||||
In both cases, the return value is an opaque object that offers a `then` member
|
||||
function to use to create chains of processes to run sequentially.<br/>
|
||||
As a minimal example of use:
|
||||
|
||||
```cpp
|
||||
// schedules a task in the form of a lambda function
|
||||
scheduler.attach([](auto delta, void *, auto succeed, auto fail) {
|
||||
// ...
|
||||
})
|
||||
// appends a child in the form of another lambda function
|
||||
.then([](auto delta, void *, auto succeed, auto fail) {
|
||||
// ...
|
||||
})
|
||||
// appends a child in the form of a process class
|
||||
.then<my_process>(1000u);
|
||||
```
|
||||
|
||||
To update a scheduler and therefore all its processes, the `update` member
|
||||
function is the way to go:
|
||||
|
||||
```cpp
|
||||
// updates all the processes, no user data are provided
|
||||
scheduler.update(delta);
|
||||
|
||||
// updates all the processes and provides them with custom data
|
||||
scheduler.update(delta, &data);
|
||||
```
|
||||
|
||||
In addition to these functions, the scheduler offers an `abort` member function
|
||||
that can be used to discard all the running processes at once:
|
||||
|
||||
```cpp
|
||||
// aborts all the processes abruptly ...
|
||||
scheduler.abort(true);
|
||||
|
||||
// ... or gracefully during the next tick
|
||||
scheduler.abort();
|
||||
```
|
75
docs/md/reference.md
Normal file
75
docs/md/reference.md
Normal file
@ -0,0 +1,75 @@
|
||||
# Similar projects
|
||||
|
||||
There are many projects similar to `EnTT`, both open source and not.<br/>
|
||||
Some even borrowed some ideas from this library and expressed them in different
|
||||
languages.<br/>
|
||||
Others developed different architectures from scratch and therefore offer
|
||||
alternative solutions with their pros and cons.
|
||||
|
||||
Below an incomplete list of those that I've come across so far.<br/>
|
||||
If some terms or designs aren't clear, I recommend referring to the
|
||||
[_ECS Back and Forth_](https://skypjack.github.io/tags/#ecs) series for all the
|
||||
details.
|
||||
|
||||
I hope this list can grow much more in the future:
|
||||
|
||||
* C:
|
||||
* [destral_ecs](https://github.com/roig/destral_ecs): a single-file ECS based
|
||||
on sparse sets.
|
||||
* [Diana](https://github.com/discoloda/Diana): an ECS that uses sparse sets to
|
||||
keep track of entities in systems.
|
||||
* [Flecs](https://github.com/SanderMertens/flecs): a multithreaded archetype
|
||||
ECS based on semi-contiguous arrays rather than chunks.
|
||||
* [lent](https://github.com/nem0/lent): the Donald Trump of the ECS libraries.
|
||||
|
||||
* C++:
|
||||
* [decs](https://github.com/vblanco20-1/decs): a chunk based archetype ECS.
|
||||
* [ecst](https://github.com/SuperV1234/ecst): a multithreaded compile-time
|
||||
ECS that uses sparse sets to keep track of entities in systems.
|
||||
* [EntityX](https://github.com/alecthomas/entityx): a bitset based ECS that
|
||||
uses a single large matrix of components indexed with entities.
|
||||
* [Gaia-ECS](https://github.com/richardbiely/gaia-ecs): a chunk based
|
||||
archetype ECS.
|
||||
* [Polypropylene](https://github.com/pmbittner/Polypropylene): a hybrid
|
||||
solution between an ECS and dynamic mixins.
|
||||
|
||||
* C#
|
||||
* [Entitas](https://github.com/sschmid/Entitas-CSharp): the ECS framework for
|
||||
C# and Unity, where _reactive systems_ were invented.
|
||||
* [LeoECS](https://github.com/Leopotam/ecs): simple lightweight C# Entity
|
||||
Component System framework.
|
||||
* [Svelto.ECS](https://github.com/sebas77/Svelto.ECS): a very interesting
|
||||
platform agnostic and table based ECS framework.
|
||||
|
||||
* Go:
|
||||
* [gecs](https://github.com/tutumagi/gecs): a sparse sets based ECS inspired
|
||||
by `EnTT`.
|
||||
|
||||
* Javascript:
|
||||
* [\@javelin/ecs](https://github.com/3mcd/javelin/tree/master/packages/ecs):
|
||||
an archetype ECS in TypeScript.
|
||||
* [ecsy](https://github.com/MozillaReality/ecsy): I haven't had the time to
|
||||
investigate the underlying design of `ecsy` but it looks cool anyway.
|
||||
|
||||
* Perl:
|
||||
* [Game::Entities](https://gitlab.com/jjatria/perl-game-entities): a simple
|
||||
entity registry for ECS designs inspired by `EnTT`.
|
||||
|
||||
* Raku:
|
||||
* [Game::Entities](https://gitlab.com/jjatria/raku-game-entities): a simple
|
||||
entity registry for ECS designs inspired by `EnTT`.
|
||||
|
||||
* Rust:
|
||||
* [Legion](https://github.com/TomGillen/legion): a chunk based archetype ECS.
|
||||
* [Shipyard](https://github.com/leudz/shipyard): it borrows some ideas from
|
||||
`EnTT` and offers a sparse sets based ECS with grouping functionalities.
|
||||
* [Sparsey](https://github.com/LechintanTudor/sparsey): sparse set based ECS
|
||||
written in Rust.
|
||||
* [Specs](https://github.com/amethyst/specs): a parallel ECS based mainly on
|
||||
hierarchical bitsets that allows different types of storage as needed.
|
||||
|
||||
* Zig
|
||||
* [zig-ecs](https://github.com/prime31/zig-ecs): a _zig-ification_ of `EnTT`.
|
||||
|
||||
If you know of other resources out there that can be of interest for the reader,
|
||||
feel free to open an issue or a PR and I'll be glad to add them to this page.
|
191
docs/md/resource.md
Normal file
191
docs/md/resource.md
Normal file
@ -0,0 +1,191 @@
|
||||
# Crash Course: resource management
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [The resource, the loader and the cache](#the-resource-the-loader-and-the-cache)
|
||||
* [Resource handle](#resource-handle)
|
||||
* [Loaders](#loader)
|
||||
* [The cache class](#the-cache)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
Resource management is usually one of the most critical parts of a game.
|
||||
Solutions are often tuned to the particular application. There exist several
|
||||
approaches and all of them are perfectly fine as long as they fit the
|
||||
requirements of the piece of software in which they are used.<br/>
|
||||
Examples are loading everything on start, loading on request, predictive
|
||||
loading, and so on.
|
||||
|
||||
`EnTT` doesn't pretend to offer a _one-fits-all_ solution for the different
|
||||
cases.<br/>
|
||||
Instead, the library comes with a minimal, general purpose resource cache that
|
||||
might be useful in many cases.
|
||||
|
||||
# The resource, the loader and the cache
|
||||
|
||||
Resource, loader and cache are the three main actors for the purpose.<br/>
|
||||
The _resource_ is an image, an audio, a video or any other type:
|
||||
|
||||
```cpp
|
||||
struct my_resource { const int value; };
|
||||
```
|
||||
|
||||
The _loader_ is a callable type the aim of which is to load a specific resource:
|
||||
|
||||
```cpp
|
||||
struct my_loader final {
|
||||
using result_type = std::shared_ptr<my_resource>;
|
||||
|
||||
result_type operator()(int value) const {
|
||||
// ...
|
||||
return std::make_shared<my_resource>(value);
|
||||
}
|
||||
};
|
||||
```
|
||||
|
||||
Its function operator can accept any arguments and should return a value of the
|
||||
declared result type (`std::shared_ptr<my_resource>` in the example).<br/>
|
||||
A loader can also overload its function call operator to make it possible to
|
||||
construct the same or another resource from different lists of arguments.
|
||||
|
||||
Finally, a cache is a specialization of a class template tailored to a specific
|
||||
resource and (optionally) a loader:
|
||||
|
||||
```cpp
|
||||
using my_cache = entt::resource_cache<my_resource, my_loader>;
|
||||
|
||||
// ...
|
||||
|
||||
my_cache cache{};
|
||||
```
|
||||
|
||||
The class is designed to create different caches for different resource types
|
||||
and to manage each one independently in the most appropriate way.<br/>
|
||||
As a (very) trivial example, audio tracks can survive in most of the scenes of
|
||||
an application while meshes can be associated with a single scene only, then
|
||||
discarded when a player leaves it.
|
||||
|
||||
## Resource handle
|
||||
|
||||
Resources aren't returned directly to the caller. Instead, they are wrapped in a
|
||||
_resource handle_, an instance of the `entt::resource` class template.<br/>
|
||||
For those who know the _flyweight design pattern_ already, that's exactly what
|
||||
it is. To all others, this is the time to brush up on some notions instead.
|
||||
|
||||
A shared pointer could have been used as a resource handle. In fact, the default
|
||||
implementation mostly maps the interface of its standard counterpart and only
|
||||
adds a few things on top of it.<br/>
|
||||
However, the handle in `EnTT` is designed as a standalone class template. This
|
||||
is due to the fact that specializing a class in the standard library is often
|
||||
undefined behavior while having the ability to specialize the handle for one,
|
||||
more or all resource types could help over time.
|
||||
|
||||
## Loaders
|
||||
|
||||
A loader is responsible for _loading_ resources (quite obviously).<br/>
|
||||
By default, it's just a callable object that forwards its arguments to the
|
||||
resource itself. That is, a _passthrough type_. All the work is demanded to the
|
||||
constructor(s) of the resource itself.<br/>
|
||||
Loaders also are fully customizable as expected.
|
||||
|
||||
A custom loader is a class with at least one function call operator and a member
|
||||
type named `result_type`.<br/>
|
||||
The loader isn't required to return a resource handle. As long as `return_type`
|
||||
is suitable for constructing a handle, that's fine.
|
||||
|
||||
When using the default handle, it expects a resource type which is convertible
|
||||
to or suitable for constructing an `std::shared_ptr<Type>` (where `Type` is the
|
||||
actual resource type).<br/>
|
||||
In other terms, the loader should return shared pointers to the given resource
|
||||
type. However, this isn't mandatory. Users can easily get around this constraint
|
||||
by specializing both the handle and the loader.
|
||||
|
||||
A cache forwards all its arguments to the loader if required. This means that
|
||||
loaders can also support tag dispatching to offer different loading policies:
|
||||
|
||||
```cpp
|
||||
struct my_loader {
|
||||
using result_type = std::shared_ptr<my_resource>;
|
||||
|
||||
struct from_disk_tag{};
|
||||
struct from_network_tag{};
|
||||
|
||||
template<typename Args>
|
||||
result_type operator()(from_disk_tag, Args&&... args) {
|
||||
// ...
|
||||
return std::make_shared<my_resource>(std::forward<Args>(args)...);
|
||||
}
|
||||
|
||||
template<typename Args>
|
||||
result_type operator()(from_network_tag, Args&&... args) {
|
||||
// ...
|
||||
return std::make_shared<my_resource>(std::forward<Args>(args)...);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
This makes the whole loading logic quite flexible and easy to extend over time.
|
||||
|
||||
## The cache class
|
||||
|
||||
The cache is the class that is asked to _connect the dots_.<br/>
|
||||
It loads the resources, stores them aside and returns handles as needed:
|
||||
|
||||
```cpp
|
||||
entt::resource_cache<my_resource, my_loader> cache{};
|
||||
```
|
||||
|
||||
Under the hood, a cache is nothing more than a map where the key value has type
|
||||
`entt::id_type` while the mapped value is whatever type its loader returns.<br/>
|
||||
For this reason, it offers most of the functionalities a user would expect from
|
||||
a map, such as `empty` or `size` and so on. Similarly, it's an iterable type
|
||||
that also supports indexing by resource id:
|
||||
|
||||
```cpp
|
||||
for(auto [id, res]: cache) {
|
||||
// ...
|
||||
}
|
||||
|
||||
if(entt::resource<my_resource> res = cache["resource/id"_hs]; res) {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
Please, refer to the inline documentation for all the details about the other
|
||||
functions (such as `contains` or `erase`).
|
||||
|
||||
Set aside the part of the API that this class _shares_ with a map, it also adds
|
||||
something on top of it in order to address the most common requirements of a
|
||||
resource cache.<br/>
|
||||
In particular, it doesn't have an `emplace` member function which is replaced by
|
||||
`load` and `force_load` instead (where the former loads a new resource only if
|
||||
not present while the second triggers a forced loading in any case):
|
||||
|
||||
```cpp
|
||||
auto ret = cache.load("resource/id"_hs);
|
||||
|
||||
// true only if the resource was not already present
|
||||
const bool loaded = ret.second;
|
||||
|
||||
// takes the resource handle pointed to by the returned iterator
|
||||
entt::resource<my_resource> res = ret.first->second;
|
||||
```
|
||||
|
||||
Note that the hashed string is used for convenience in the example above.<br/>
|
||||
Resource identifiers are nothing more than integral values. Therefore, plain
|
||||
numbers as well as non-class enum value are accepted.
|
||||
|
||||
It's worth mentioning that the iterators of a cache as well as its indexing
|
||||
operators return resource handles rather than instances of the mapped type.<br/>
|
||||
Since the cache has no control over the loader and a resource isn't required to
|
||||
also be convertible to bool, these handles can be invalid. This usually means an
|
||||
error in the user logic but it may also be an _expected_ event.<br/>
|
||||
It's therefore recommended to verify handles validity with a check in debug (for
|
||||
example, when loading) or an appropriate logic in retail.
|
549
docs/md/signal.md
Normal file
549
docs/md/signal.md
Normal file
@ -0,0 +1,549 @@
|
||||
# Crash Course: events, signals and everything in between
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Introduction](#introduction)
|
||||
* [Delegate](#delegate)
|
||||
* [Runtime arguments](#runtime-arguments)
|
||||
* [Lambda support](#lambda-support)
|
||||
* [Signals](#signals)
|
||||
* [Event dispatcher](#event-dispatcher)
|
||||
* [Named queues](#named-queues)
|
||||
* [Event emitter](#event-emitter)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
# Introduction
|
||||
|
||||
Signals are more often than not a core part of games and software architectures
|
||||
in general.<br/>
|
||||
They help to decouple the various parts of a system while allowing them to
|
||||
communicate with each other somehow.
|
||||
|
||||
The so called _modern C++_ comes with a tool that can be useful in this regard,
|
||||
the `std::function`. As an example, it can be used to create delegates.<br/>
|
||||
However, there is no guarantee that an `std::function` doesn't perform
|
||||
allocations under the hood and this could be problematic sometimes. Furthermore,
|
||||
it solves a problem but may not adapt well to other requirements that may arise
|
||||
from time to time.
|
||||
|
||||
In case that the flexibility and power of an `std::function` isn't required or
|
||||
if the price to pay for them is too high, `EnTT` offers a complete set of
|
||||
lightweight classes to solve the same and many other problems.
|
||||
|
||||
# Delegate
|
||||
|
||||
A delegate can be used as a general purpose invoker with no memory overhead for
|
||||
free functions and member functions provided along with an instance on which to
|
||||
invoke them.<br/>
|
||||
It doesn't claim to be a drop-in replacement for an `std::function`, so don't
|
||||
expect to use it whenever an `std::function` fits well. That said, it's most
|
||||
likely even a better fit than an `std::function` in a lot of cases, so expect to
|
||||
use it quite a lot anyway.
|
||||
|
||||
The interface is trivial. It offers a default constructor to create empty
|
||||
delegates:
|
||||
|
||||
```cpp
|
||||
entt::delegate<int(int)> delegate{};
|
||||
```
|
||||
|
||||
What is needed to create an instance is to specify the type of the function the
|
||||
delegate _accepts_, that is the signature of the functions it models.<br/>
|
||||
However, attempting to use an empty delegate by invoking its function call
|
||||
operator results in undefined behavior or most likely a crash.
|
||||
|
||||
There exist a few overloads of the `connect` member function to initialize a
|
||||
delegate:
|
||||
|
||||
```cpp
|
||||
int f(int i) { return i; }
|
||||
|
||||
struct my_struct {
|
||||
int f(const int &i) const { return i; }
|
||||
};
|
||||
|
||||
// bind a free function to the delegate
|
||||
delegate.connect<&f>();
|
||||
|
||||
// bind a member function to the delegate
|
||||
my_struct instance;
|
||||
delegate.connect<&my_struct::f>(instance);
|
||||
```
|
||||
|
||||
The delegate class also accepts data members, if needed. In this case, the
|
||||
function type of the delegate is such that the parameter list is empty and the
|
||||
value of the data member is at least convertible to the return type.
|
||||
|
||||
Free functions having type equivalent to `void(T &, args...)` are accepted as
|
||||
well. The first argument `T &` is considered a payload and the function will
|
||||
receive it back every time it's invoked. In other terms, this works just fine
|
||||
with the above definition:
|
||||
|
||||
```cpp
|
||||
void g(const char &c, int i) { /* ... */ }
|
||||
const char c = 'c';
|
||||
|
||||
delegate.connect<&g>(c);
|
||||
delegate(42);
|
||||
```
|
||||
|
||||
The function `g` is invoked with a reference to `c` and `42`. However, the
|
||||
function type of the delegate is still `void(int)`. This is also the signature
|
||||
of its function call operator.<br/>
|
||||
Another interesting aspect of the delegate class is that it accepts functions
|
||||
with a list of parameters that is shorter than that of its function type:
|
||||
|
||||
```cpp
|
||||
void g() { /* ... */ }
|
||||
delegate.connect<&g>();
|
||||
delegate(42);
|
||||
```
|
||||
|
||||
Where the function type of the delegate is `void(int)` as above. It goes without
|
||||
saying that the extra arguments are silently discarded internally.<br/>
|
||||
This is a nice-to-have feature in a lot of cases, as an example when the
|
||||
`delegate` class is used as a building block of a signal-slot system.
|
||||
|
||||
To create and initialize a delegate at once, there are a few specialized
|
||||
constructors. Because of the rules of the language, the listener is provided by
|
||||
means of the `entt::connect_arg` variable template:
|
||||
|
||||
```cpp
|
||||
entt::delegate<int(int)> func{entt::connect_arg<&f>};
|
||||
```
|
||||
|
||||
Aside `connect`, a `disconnect` counterpart isn't provided. Instead, there
|
||||
exists a `reset` member function to use to clear a delegate.<br/>
|
||||
To know if a delegate is empty, it can be used explicitly in every conditional
|
||||
statement:
|
||||
|
||||
```cpp
|
||||
if(delegate) {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
Finally, to invoke a delegate, the function call operator is the way to go as
|
||||
already shown in the examples above:
|
||||
|
||||
```cpp
|
||||
auto ret = delegate(42);
|
||||
```
|
||||
|
||||
In all cases, listeners don't have to strictly follow the signature of the
|
||||
delegate. As long as a listener can be invoked with the given arguments to yield
|
||||
a result that is convertible to the given result type, everything works just
|
||||
fine.
|
||||
|
||||
As a side note, members of classes may or may not be associated with instances.
|
||||
If they are not, the first argument of the function type must be that of the
|
||||
class on which the members operate and an instance of this class must obviously
|
||||
be passed when invoking the delegate:
|
||||
|
||||
```cpp
|
||||
entt::delegate<void(my_struct &, int)> delegate;
|
||||
delegate.connect<&my_struct::f>();
|
||||
|
||||
my_struct instance;
|
||||
delegate(instance, 42);
|
||||
```
|
||||
|
||||
In this case, it's not possible to _deduce_ the function type since the first
|
||||
argument doesn't necessarily have to be a reference (for example, it can be a
|
||||
pointer, as well as a const reference).<br/>
|
||||
Therefore, the function type must be declared explicitly for unbound members.
|
||||
|
||||
## Runtime arguments
|
||||
|
||||
The `delegate` class is meant to be used primarily with template arguments.
|
||||
However, as a consequence of its design, it also offers minimal support for
|
||||
runtime arguments.<br/>
|
||||
When used like this, some features aren't supported though. In particular:
|
||||
|
||||
* Curried functions aren't accepted.
|
||||
* Functions with an argument list that differs from that of the delegate aren't
|
||||
supported.
|
||||
* Return type and types of arguments **must** coincide with those of the
|
||||
delegate and _being at least convertible_ isn't enough anymore.
|
||||
|
||||
Moreover, for a given function type `Ret(Args...)`, the signature of the
|
||||
functions connected at runtime must necessarily be `Ret(const void *, Args...)`.
|
||||
|
||||
Runtime arguments can be passed both to the constructor of a delegate and to the
|
||||
`connect` member function. An optional parameter is also accepted in both cases.
|
||||
This argument is used to pass arbitrary user data back and forth as a
|
||||
`const void *` upon invocation.<br/>
|
||||
To connect a function to a delegate _in the hard way_:
|
||||
|
||||
```cpp
|
||||
int func(const void *ptr, int i) { return *static_cast<const int *>(ptr) * i; }
|
||||
const int value = 42;
|
||||
|
||||
// use the constructor ...
|
||||
entt::delegate delegate{&func, &value};
|
||||
|
||||
// ... or the connect member function
|
||||
delegate.connect(&func, &value);
|
||||
```
|
||||
|
||||
The type of the delegate is deduced from the function if possible. In this case,
|
||||
since the first argument is an implementation detail, the deduced function type
|
||||
is `int(int)`.<br/>
|
||||
Invoking a delegate built in this way follows the same rules as previously
|
||||
explained.
|
||||
|
||||
## Lambda support
|
||||
|
||||
In general, the `delegate` class doesn't fully support lambda functions in all
|
||||
their nuances. The reason is pretty simple: a `delegate` isn't a drop-in
|
||||
replacement for an `std::function`. Instead, it tries to overcome the problems
|
||||
with the latter.<br/>
|
||||
That being said, non-capturing lambda functions are supported, even though some
|
||||
features aren't available in this case.
|
||||
|
||||
This is a logical consequence of the support for connecting functions at
|
||||
runtime. Therefore, lambda functions undergo the same rules and
|
||||
limitations.<br/>
|
||||
In fact, since non-capturing lambda functions decay to pointers to functions,
|
||||
they can be used with a `delegate` as if they were _normal functions_ with
|
||||
optional payload:
|
||||
|
||||
```cpp
|
||||
my_struct instance;
|
||||
|
||||
// use the constructor ...
|
||||
entt::delegate delegate{+[](const void *ptr, int value) {
|
||||
return static_cast<const my_struct *>(ptr)->f(value);
|
||||
}, &instance};
|
||||
|
||||
// ... or the connect member function
|
||||
delegate.connect([](const void *ptr, int value) {
|
||||
return static_cast<const my_struct *>(ptr)->f(value);
|
||||
}, &instance);
|
||||
```
|
||||
|
||||
As above, the first parameter (`const void *`) isn't part of the function type
|
||||
of the delegate and is used to dispatch arbitrary user data back and forth. In
|
||||
other terms, the function type of the delegate above is `int(int)`.
|
||||
|
||||
# Signals
|
||||
|
||||
Signal handlers work with references to classes, function pointers and pointers
|
||||
to members. Listeners can be any kind of objects and users are in charge of
|
||||
connecting and disconnecting them from a signal to avoid crashes due to
|
||||
different lifetimes. On the other side, performance shouldn't be affected that
|
||||
much by the presence of such a signal handler.<br/>
|
||||
Signals make use of delegates internally and therefore they undergo the same
|
||||
rules and offer similar functionalities. It may be a good idea to consult the
|
||||
documentation of the `delegate` class for further information.
|
||||
|
||||
A signal handler is can be used as a private data member without exposing any
|
||||
_publish_ functionality to the clients of a class.<br/>
|
||||
The basic idea is to impose a clear separation between the signal itself and the
|
||||
`sink` class, that is a tool to be used to connect and disconnect listeners on
|
||||
the fly.
|
||||
|
||||
The API of a signal handler is straightforward. If a collector is supplied to
|
||||
the signal when something is published, all the values returned by its listeners
|
||||
are literally _collected_ and used later by the caller. Otherwise, the class
|
||||
works just like a plain signal that emits events from time to time.<br/>
|
||||
To create instances of signal handlers it's sufficient to provide the type of
|
||||
function to which they refer:
|
||||
|
||||
```cpp
|
||||
entt::sigh<void(int, char)> signal;
|
||||
```
|
||||
|
||||
Signals offer all the basic functionalities required to know how many listeners
|
||||
they contain (`size`) or if they contain at least a listener (`empty`), as well
|
||||
as a function to use to swap handlers (`swap`).
|
||||
|
||||
Besides them, there are member functions to use both to connect and disconnect
|
||||
listeners in all their forms by means of a sink:
|
||||
|
||||
```cpp
|
||||
void foo(int, char) { /* ... */ }
|
||||
|
||||
struct listener {
|
||||
void bar(const int &, char) { /* ... */ }
|
||||
};
|
||||
|
||||
// ...
|
||||
|
||||
entt::sink sink{signal};
|
||||
listener instance;
|
||||
|
||||
sink.connect<&foo>();
|
||||
sink.connect<&listener::bar>(instance);
|
||||
|
||||
// ...
|
||||
|
||||
// disconnects a free function
|
||||
sink.disconnect<&foo>();
|
||||
|
||||
// disconnect a member function of an instance
|
||||
sink.disconnect<&listener::bar>(instance);
|
||||
|
||||
// disconnect all member functions of an instance, if any
|
||||
sink.disconnect(instance);
|
||||
|
||||
// discards all listeners at once
|
||||
sink.disconnect();
|
||||
```
|
||||
|
||||
As shown above, listeners don't have to strictly follow the signature of the
|
||||
signal. As long as a listener can be invoked with the given arguments to yield a
|
||||
result that is convertible to the given return type, everything works just
|
||||
fine.<br/>
|
||||
It's also possible to connect a listener before other elements already contained
|
||||
by the signal. The `before` function returns a `sink` object that is correctly
|
||||
initialized for the purpose and can be used to connect one or more listeners in
|
||||
order and in the desired position:
|
||||
|
||||
```cpp
|
||||
sink.before<&foo>().connect<&listener::bar>(instance);
|
||||
```
|
||||
|
||||
In all cases, the `connect` member function returns by default a `connection`
|
||||
object to be used as an alternative to break a connection by means of its
|
||||
`release` member function.<br/>
|
||||
A `scoped_connection` can also be created from a connection. In this case, the
|
||||
link is broken automatically as soon as the object goes out of scope.
|
||||
|
||||
Once listeners are attached (or even if there are no listeners at all), events
|
||||
and data in general are published through a signal by means of the `publish`
|
||||
member function:
|
||||
|
||||
```cpp
|
||||
signal.publish(42, 'c');
|
||||
```
|
||||
|
||||
To collect data, the `collect` member function is used instead:
|
||||
|
||||
```cpp
|
||||
int f() { return 0; }
|
||||
int g() { return 1; }
|
||||
|
||||
// ...
|
||||
|
||||
entt::sigh<int()> signal;
|
||||
entt::sink sink{signal};
|
||||
|
||||
sink.connect<&f>();
|
||||
sink.connect<&g>();
|
||||
|
||||
std::vector<int> vec{};
|
||||
signal.collect([&vec](int value) { vec.push_back(value); });
|
||||
|
||||
assert(vec[0] == 0);
|
||||
assert(vec[1] == 1);
|
||||
```
|
||||
|
||||
A collector must expose a function operator that accepts as an argument a type
|
||||
to which the return type of the listeners can be converted. Moreover, it can
|
||||
optionally return a boolean value that is true to stop collecting data, false
|
||||
otherwise. This way one can avoid calling all the listeners in case it isn't
|
||||
necessary.<br/>
|
||||
Functors can also be used in place of a lambda. Since the collector is copied
|
||||
when invoking the `collect` member function, `std::ref` is the way to go in this
|
||||
case:
|
||||
|
||||
```cpp
|
||||
struct my_collector {
|
||||
std::vector<int> vec{};
|
||||
|
||||
bool operator()(int v) {
|
||||
vec.push_back(v);
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
// ...
|
||||
|
||||
my_collector collector;
|
||||
signal.collect(std::ref(collector));
|
||||
```
|
||||
|
||||
# Event dispatcher
|
||||
|
||||
The event dispatcher class allows users to trigger immediate events or to queue
|
||||
and publish them all together later.<br/>
|
||||
This class lazily instantiates its queues. Therefore, it's not necessary to
|
||||
_announce_ the event types in advance:
|
||||
|
||||
```cpp
|
||||
// define a general purpose dispatcher
|
||||
entt::dispatcher dispatcher{};
|
||||
```
|
||||
|
||||
A listener registered with a dispatcher is such that its type offers one or more
|
||||
member functions that take arguments of type `Event &` for any type of event,
|
||||
regardless of the return value.<br/>
|
||||
These functions are linked directly via `connect` to a _sink_:
|
||||
|
||||
```cpp
|
||||
struct an_event { int value; };
|
||||
struct another_event {};
|
||||
|
||||
struct listener {
|
||||
void receive(const an_event &) { /* ... */ }
|
||||
void method(const another_event &) { /* ... */ }
|
||||
};
|
||||
|
||||
// ...
|
||||
|
||||
listener listener;
|
||||
dispatcher.sink<an_event>().connect<&listener::receive>(listener);
|
||||
dispatcher.sink<another_event>().connect<&listener::method>(listener);
|
||||
```
|
||||
|
||||
Note that connecting listeners within event handlers can result in undefined
|
||||
behavior.<br/>
|
||||
The `disconnect` member function is used to remove one listener at a time or all
|
||||
of them at once:
|
||||
|
||||
```cpp
|
||||
dispatcher.sink<an_event>().disconnect<&listener::receive>(listener);
|
||||
dispatcher.sink<another_event>().disconnect(listener);
|
||||
```
|
||||
|
||||
The `trigger` member function serves the purpose of sending an immediate event
|
||||
to all the listeners registered so far:
|
||||
|
||||
```cpp
|
||||
dispatcher.trigger(an_event{42});
|
||||
dispatcher.trigger<another_event>();
|
||||
```
|
||||
|
||||
Listeners are invoked immediately, order of execution isn't guaranteed. This
|
||||
method can be used to push around urgent messages like an _is terminating_
|
||||
notification on a mobile app.
|
||||
|
||||
On the other hand, the `enqueue` member function queues messages together and
|
||||
helps to maintain control over the moment they are sent to listeners:
|
||||
|
||||
```cpp
|
||||
dispatcher.enqueue<an_event>(42);
|
||||
dispatcher.enqueue(another_event{});
|
||||
```
|
||||
|
||||
Events are stored aside until the `update` member function is invoked:
|
||||
|
||||
```cpp
|
||||
// emits all the events of the given type at once
|
||||
dispatcher.update<an_event>();
|
||||
|
||||
// emits all the events queued so far at once
|
||||
dispatcher.update();
|
||||
```
|
||||
|
||||
This way users can embed the dispatcher in a loop and literally dispatch events
|
||||
once per tick to their systems.
|
||||
|
||||
## Named queues
|
||||
|
||||
All queues within a dispatcher are associated by default with an event type and
|
||||
then retrieved from it.<br/>
|
||||
However, it's possible to create queues with different _names_ (and therefore
|
||||
also multiple queues for a single type). In fact, more or less all functions
|
||||
also take an additional parameter. As an example:
|
||||
|
||||
```cpp
|
||||
dispatcher.sink<an_event>("custom"_hs).connect<&listener::receive>(listener);
|
||||
```
|
||||
|
||||
In this case, the term _name_ is misused as these are actual numeric identifiers
|
||||
of type `id_type`.<br/>
|
||||
An exception to this rule is the `enqueue` function. There is no additional
|
||||
parameter for it but rather a different function:
|
||||
|
||||
```cpp
|
||||
dispatcher.enqueue_hint<an_event>("custom"_hs, 42);
|
||||
```
|
||||
|
||||
This is mainly due to the template argument deduction rules and unfortunately
|
||||
there is no real (elegant) way to avoid it.
|
||||
|
||||
# Event emitter
|
||||
|
||||
A general purpose event emitter thought mainly for those cases where it comes to
|
||||
working with asynchronous stuff.<br/>
|
||||
Originally designed to fit the requirements of
|
||||
[`uvw`](https://github.com/skypjack/uvw) (a wrapper for `libuv` written in
|
||||
modern C++), it was adapted later to be included in this library.
|
||||
|
||||
To create an emitter type, derived classes must inherit from the base as:
|
||||
|
||||
```cpp
|
||||
struct my_emitter: emitter<my_emitter> {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
Handlers for the different events are created internally on the fly. It's not
|
||||
required to specify in advance the full list of accepted events.<br/>
|
||||
Moreover, whenever an event is published, an emitter also passes a reference
|
||||
to itself to its listeners.
|
||||
|
||||
To create new instances of an emitter, no arguments are required:
|
||||
|
||||
```cpp
|
||||
my_emitter emitter{};
|
||||
```
|
||||
|
||||
Listeners are movable and callable objects (free functions, lambdas, functors,
|
||||
`std::function`s, whatever) whose function type is compatible with:
|
||||
|
||||
```cpp
|
||||
void(Type &, my_emitter &)
|
||||
```
|
||||
|
||||
Where `Type` is the type of event they want to receive.<br/>
|
||||
To attach a listener to an emitter, there exists the `on` member function:
|
||||
|
||||
```cpp
|
||||
emitter.on<my_event>([](const my_event &event, my_emitter &emitter) {
|
||||
// ...
|
||||
});
|
||||
```
|
||||
|
||||
Similarly, the `reset` member function is used to disconnect listeners given a
|
||||
type while `clear` is used to disconnect all listeners at once:
|
||||
|
||||
```cpp
|
||||
// resets the listener for my_event
|
||||
emitter.erase<my_event>();
|
||||
|
||||
// resets all listeners
|
||||
emitter.clear()
|
||||
```
|
||||
|
||||
To send an event to the listener registered on a given type, the `publish`
|
||||
function is the way to go:
|
||||
|
||||
```cpp
|
||||
struct my_event { int i; };
|
||||
|
||||
// ...
|
||||
|
||||
emitter.publish(my_event{42});
|
||||
```
|
||||
|
||||
Finally, the `empty` member function tests if there exists at least a listener
|
||||
registered with the event emitter while `contains` is used to check if a given
|
||||
event type is associated with a valid listener:
|
||||
|
||||
```cpp
|
||||
if(emitter.contains<my_event>()) {
|
||||
// ...
|
||||
}
|
||||
```
|
||||
|
||||
This class introduces a _nice-to-have_ model based on events and listeners.<br/>
|
||||
More in general, it's a handy tool when the derived classes _wrap_ asynchronous
|
||||
operations but it's not limited to such uses.
|
107
docs/md/unreal.md
Normal file
107
docs/md/unreal.md
Normal file
@ -0,0 +1,107 @@
|
||||
# EnTT and Unreal Engine
|
||||
|
||||
<!--
|
||||
@cond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
# Table of Contents
|
||||
|
||||
* [Enable Cpp17](#enable-cpp17)
|
||||
* [EnTT as a third party module](#entt-as-a-third-party-module)
|
||||
* [Include EnTT](#include-entt)
|
||||
<!--
|
||||
@endcond TURN_OFF_DOXYGEN
|
||||
-->
|
||||
|
||||
## Enable Cpp17
|
||||
|
||||
As of writing (Unreal Engine v4.25), the default C++ standard of Unreal Engine
|
||||
is C++14.<br/>
|
||||
On the other hand, note that `EnTT` requires C++17 to compile. To enable it, in
|
||||
the main module of the project there should be a `<Game Name>.Build.cs` file,
|
||||
the constructor of which must contain the following lines:
|
||||
|
||||
```cs
|
||||
PCHUsage = PCHUsageMode.NoSharedPCHs;
|
||||
PrivatePCHHeaderFile = "<PCH filename>.h";
|
||||
CppStandard = CppStandardVersion.Cpp17;
|
||||
```
|
||||
|
||||
Replace `<PCH filename>.h` with the name of the already existing PCH header
|
||||
file, if any.<br/>
|
||||
In case the project doesn't already contain a file of this type, it's possible
|
||||
to create one with the following content:
|
||||
|
||||
```cpp
|
||||
#pragma once
|
||||
#include "CoreMinimal.h"
|
||||
```
|
||||
|
||||
Remember to remove any old `PCHUsage = <...>` line that was previously there. At
|
||||
this point, C++17 support should be in place.<br/>
|
||||
Try to compile the project to ensure it works as expected before following
|
||||
further steps.
|
||||
|
||||
Note that updating a *project* to C++17 doesn't necessarily mean that the IDE in
|
||||
use will also start to recognize its syntax.<br/>
|
||||
If the plan is to use C++17 in the project too, check the specific instructions
|
||||
for the IDE in use.
|
||||
|
||||
## EnTT as a third party module
|
||||
|
||||
Once this point is reached, the `Source` directory should look like this:
|
||||
|
||||
```
|
||||
Source
|
||||
| MyGame.Target.cs
|
||||
| MyGameEditor.Target.cs
|
||||
|
|
||||
+---MyGame
|
||||
| | MyGame.Build.cs
|
||||
| | MyGame.h (PCH Header file)
|
||||
|
|
||||
\---ThirdParty
|
||||
\---EnTT
|
||||
| EnTT.Build.cs
|
||||
|
|
||||
\---entt (GitHub repository content inside)
|
||||
```
|
||||
|
||||
To make this happen, create the folder `ThirdParty` under `Source` if it doesn't
|
||||
exist already. Then, add an `EnTT` folder under `ThirdParty`.<br/>
|
||||
Within the latter, create a new file `EnTT.Build.cs` with the following content:
|
||||
|
||||
```cs
|
||||
using System.IO;
|
||||
using UnrealBuildTool;
|
||||
|
||||
public class EnTT: ModuleRules {
|
||||
public EnTT(ReadOnlyTargetRules Target) : base(Target) {
|
||||
Type = ModuleType.External;
|
||||
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "entt", "src", "entt"));
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
The last line indicates that the actual files will be found in the directory
|
||||
`EnTT/entt/src/entt`.<br/>
|
||||
Download the repository for `EnTT` and place it next to `EnTT.Build.cs` or
|
||||
update the path above accordingly.
|
||||
|
||||
Finally, open the `<Game Name>.Build.cs` file and add `EnTT` as a dependency at
|
||||
the end of the list:
|
||||
|
||||
```cs
|
||||
PublicDependencyModuleNames.AddRange(new[] {
|
||||
"Core", "CoreUObject", "Engine", "InputCore", [...], "EnTT"
|
||||
});
|
||||
```
|
||||
|
||||
Note that some IDEs might require a restart to start recognizing the new module
|
||||
for code-highlighting features and such.
|
||||
|
||||
## Include EnTT
|
||||
|
||||
In any source file of the project, add `#include "entt.hpp"` or any other path
|
||||
to the file from `EnTT` to use it.<br/>
|
||||
Try to create a registry as `entt::registry registry;` to make sure everything
|
||||
compiles fine.
|
Reference in New Issue
Block a user