Improve System documentation.

This commit is contained in:
bakpakin
2015-05-07 19:45:28 +08:00
parent 7c4ff7747c
commit 71e97c12f6
2 changed files with 70 additions and 25 deletions
+66 -22
View File
@@ -176,18 +176,7 @@ end
--- System functions.
-- A System is a wrapper around function callbacks for manipulating Entities.
-- @section System
-- Use an empty table as a key for identifying Systems. Any table that contains
-- this key is considered a System rather than an Entity.
local systemTableKey = { "SYSTEM_TABLE_KEY" }
-- Check if tables are systems.
local function isSystem(table)
return table[systemTableKey]
end
--- Creates a System. Systems are tables that contain at least one method;
-- Systems are implemented as tables that contain at least one method;
-- an update function that takes parameters like so:
--
-- * `function system:update(dt)`.
@@ -199,16 +188,45 @@ end
-- * `function system:onRemove(entity)`
-- * `function system:onModify(dt)`
--
-- For Filters, it is conveient to use `tiny.requireAll` or `tiny.requireAny`,
-- but one can write their own filters as well. Set the Filter of your System
-- like so:
-- For Filters, it is convenient to use `tiny.requireAll` or `tiny.requireAny`,
-- but one can write their own filters as well. Set the Filter of a System like
-- so:
-- system.filter = tiny.requireAll("a", "b", "c")
-- or
-- function system:filter(entity)
-- return entity.myRequiredComponentName ~= nil
-- end
--
-- All Systems also have a few important fields that are initialized when the
-- system is added to the World. A few are important, and few should be less
-- commonly used.
--
-- * The `active` flag is whether or not the System is updated automatically.
-- Inactive Systems should be updated manually or not at all via
-- `system:update(dt)`. Defaults to true.
-- * The 'entities' field is an ordered list of Entities in the System. This
-- list can be used to quickly iterate through all Entities in a System.
-- * The `indices` field is a table of Entity keys to their indices in the
-- `entities` list. Most Systems can ignore this.
-- * The `modified` flag is an indicator if the System has been modified in
-- the last update. If so, the `onModify` callback will be called on the System
-- in the next update, if it has one. This is usually managed by tiny-ecs, so
-- users should mostly ignore this, too.
--
-- @section System
-- Use an empty table as a key for identifying Systems. Any table that contains
-- this key is considered a System rather than an Entity.
local systemTableKey = { "SYSTEM_TABLE_KEY" }
-- Check if tables are systems.
local function isSystem(table)
return table[systemTableKey]
end
--- Creates a default System.
-- @param table A table to be used as a System, or `nil` to create a new System.
-- @return A new System or System class
function tiny.system(table)
table = table or {}
table[systemTableKey] = true
@@ -257,6 +275,7 @@ end
-- @param table A table to be used as a System, or `nil` to create a new
-- Processing System.
-- @see system
-- @return A new Processing System or Processing System class
function tiny.processingSystem(table)
table = table or {}
table[systemTableKey] = true
@@ -296,6 +315,7 @@ end
-- Sorted System.
-- @see system
-- @see processingSystem
-- @return A new Sorted System or Sorted System class
function tiny.sortedSystem(table)
table = table or {}
table[systemTableKey] = true
@@ -309,13 +329,13 @@ end
-- A World is a container that manages Entities and Systems. Typically, a
-- program uses one World at a time.
--
-- The tiny-ecs module is set to be the `__index` of all World tables, so the
-- often clearer syntax of `world:method()` can be used for any function in the
-- library. For example, `tiny.add(world, e1, e2, e3)` is the same as
-- `world:add(e1, e2, e3).`
-- For all World functions except `tiny.world(...)`, object-oriented syntax can
-- be used instead of the documented syntax. For example,
-- `tiny.add(world, e1, e2, e3)` is the same as `world:add(e1, e2, e3)`.
-- @section World
local worldMetaTable = { __index = tiny }
-- Forward declaration
local worldMetaTable
--- Creates a new World.
-- Can optionally add default Systems and Entities.
@@ -646,14 +666,16 @@ function tiny.clearSystems(world)
end
end
--- Gets count of Entities in World.
--- Gets number of Entities in the World.
-- @param world
-- @return An integer
function tiny.getEntityCount(world)
return world.entityCount
end
--- Gets count of Systems in World.
--- Gets number of Systems in World.
-- @param world
-- @return An integer
function tiny.getSystemCount(world)
return #(world.systems)
end
@@ -662,6 +684,7 @@ end
-- before higher indexed systems.
-- @param world
-- @param system
-- @return An integer between 1 and world:getSystemCount() inclusive
function tiny.getSystemIndex(world, system)
return world.systemIndices[system]
end
@@ -672,6 +695,7 @@ end
-- @param world
-- @param system
-- @param index
-- @return Old index
function tiny.setSystemIndex(world, system, index)
local systemIndices = world.systemIndices
local oldIndex = systemIndices[system]
@@ -684,6 +708,26 @@ function tiny.setSystemIndex(world, system, index)
for i = oldIndex, index, index >= oldIndex and 1 or -1 do
systemIndices[systems[i]] = i
end
return oldIndex
end
-- Construct world metatable.
worldMetaTable = {
__index = {
add = tiny.add,
addEntity = tiny.addEntity,
addSystem = tiny.addSystem,
remove = tiny.remove,
removeEntity = tiny.removeEntity,
update = tiny.update,
clearEntities = tiny.clearEntities,
clearSystems = tiny.clearSystems,
getEntityCount = tiny.getEntityCount,
getSystemCount = tiny.getSystemCount,
getSystemIndex = tiny.getSystemIndex,
setSystemIndex = tiny.setSystemIndex
}
}
return tiny