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author | max-001 <maxsmits21@kpnmail.nl> | 2024-11-24 11:58:23 +0100 |
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committer | max-001 <maxsmits21@kpnmail.nl> | 2024-11-24 11:58:23 +0100 |
commit | f235743e60fd183319d3cdfb103318739ecbb1e9 (patch) | |
tree | 30817cbc4977f6ffc7951268cb6696e408480b5f /src/doc/internal | |
parent | b1caa74439b404e4b3fe911836004dd7cb47dd50 (diff) | |
parent | 1499363d85abedbdb571e33801b821f4dfabc638 (diff) |
Merge remote-tracking branch 'origin/master' into max/ecs
Diffstat (limited to 'src/doc/internal')
-rw-r--r-- | src/doc/internal/component.dox | 41 | ||||
-rw-r--r-- | src/doc/internal/resource.dox | 12 | ||||
-rw-r--r-- | src/doc/internal/style.dox | 9 | ||||
-rw-r--r-- | src/doc/internal/system.dox | 26 |
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; +}; +``` + +*/ +} |