aboutsummaryrefslogtreecommitdiff
path: root/src/doc/internal
diff options
context:
space:
mode:
authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 18:55:13 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 18:55:13 +0100
commit47e6d987ced269ec16ea455706513025cb9c50c5 (patch)
tree5cb48ad8565f7c5bd8b03624bc716375b8d2321b /src/doc/internal
parentf23eaa64df8b0ef27f58b1632c5e659fe3737153 (diff)
parent647eb8e318f1ed1e3ec18505ea4df57025e6ffd5 (diff)
Merge branch 'master' into niels/rendering_color
Diffstat (limited to 'src/doc/internal')
-rw-r--r--src/doc/internal/component.dox41
-rw-r--r--src/doc/internal/resource.dox12
-rw-r--r--src/doc/internal/style.dox9
-rw-r--r--src/doc/internal/system.dox26
4 files changed, 88 insertions, 0 deletions
diff --git a/src/doc/internal/component.dox b/src/doc/internal/component.dox
new file mode 100644
index 0000000..0dd4cb5
--- /dev/null
+++ b/src/doc/internal/component.dox
@@ -0,0 +1,41 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup internal_component Components
+\ingroup internal
+\brief ECS Components
+
+Components are attached to GameObject instances and are composed by the game
+programmer to create specific entities in the game world. While they are
+implemented as C++ classes, components should be treated as C-style structs,
+meaning all members are public and they do not contain functions.
+
+A basic component has the following structure:
+```cpp
+#include <crepe/Component.h>
+
+class MyComponent : public crepe::Component {
+public:
+ // Add your custom component's ininitializer properties after the `id`
+ // parameter. The first parameter is controlled by GameObject::add_component,
+ // while all other parameters are forwarded using std::forward.
+ MyComponent(game_object_id_t id, ...);
+
+ // Optionally define the `get_instances_max` method to limit the amount of
+ // instances of this component per GameObject. The default implementation for
+ // this function returns -1, which means the instance count does not have an
+ // upper limit:
+ virtual int get_instances_max() const { return -1; }
+
+ // Properties
+ // ...
+};
+```
+
+Generally, components are "handled" by \ref internal_system "systems", which may
+optionally change the components' state. Components' state may also be
+controlled by the game programmer through \ref feature_script "scripts".
+
+*/
+}
diff --git a/src/doc/internal/resource.dox b/src/doc/internal/resource.dox
new file mode 100644
index 0000000..56f1de0
--- /dev/null
+++ b/src/doc/internal/resource.dox
@@ -0,0 +1,12 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup internal_resource Resources
+\ingroup internal
+\brief Concrete resources
+
+\todo This section is incomplete
+
+*/
+}
diff --git a/src/doc/internal/style.dox b/src/doc/internal/style.dox
new file mode 100644
index 0000000..dad2df0
--- /dev/null
+++ b/src/doc/internal/style.dox
@@ -0,0 +1,9 @@
+// vim:ft=doxygen
+/**
+
+\defgroup internal_style Code style
+\ingroup internal
+\brief Coding conventions
+\include{doc} contributing.md
+
+*/
diff --git a/src/doc/internal/system.dox b/src/doc/internal/system.dox
new file mode 100644
index 0000000..17a101e
--- /dev/null
+++ b/src/doc/internal/system.dox
@@ -0,0 +1,26 @@
+// vim:ft=doxygen
+namespace crepe {
+/**
+
+\defgroup internal_system Systems
+\ingroup internal
+\brief ECS Systems
+
+\todo This section is incomplete
+
+A system is responsible for processing the data stored in \ref
+internal_component "components".
+
+A basic system has the following structure:
+```cpp
+#include <crepe/system/System.h>
+
+class MySystem : public System {
+public:
+ using System::System;
+ void update() override;
+};
+```
+
+*/
+}