added documentation to entity

This commit is contained in:
herbglitch 2025-06-21 18:24:55 -06:00
parent 21a66f7fe6
commit 55f2d46af1
2 changed files with 47 additions and 12 deletions

View file

@ -20,7 +20,7 @@ typedef struct ARC_EntitySystem ARC_EntitySystem;
typedef uint32_t ARC_Entity; typedef uint32_t ARC_Entity;
/** /**
* @brief an entity component system type * @brief flags to define an entities current state
*/ */
typedef enum ARC_EntityFlags { typedef enum ARC_EntityFlags {
ARC_ENTITY_DEAD = 0, ARC_ENTITY_DEAD = 0,
@ -33,12 +33,16 @@ typedef enum ARC_EntityFlags {
typedef uint32_t ARC_EntityComponent; typedef uint32_t ARC_EntityComponent;
/** /**
* @brief * @brief a callback function for components attached to an entity to create an empty type when a new entity is created
*
* @param[out] type, the place to create an empty type
*/ */
typedef void (* ARC_EntityCoponent_CreateEmptyFn)(void **type); typedef void (* ARC_EntityCoponent_CreateEmptyFn)(void **type);
/** /**
* @brief * @brief creates an empty entity system, use ARC_EntitySystem_RegisterComponent to add compenents to the entity system
*
* @parm[out] entitySystem an empty entity system
*/ */
void ARC_EntitySystem_Create(ARC_EntitySystem **entitySystem); void ARC_EntitySystem_Create(ARC_EntitySystem **entitySystem);
@ -57,37 +61,68 @@ void ARC_EntitySystem_Destroy(ARC_EntitySystem *entitySystem);
* @param[in] entitySystem the entity system to register the component to * @param[in] entitySystem the entity system to register the component to
* @param[in] componentSize the size of the component to register * @param[in] componentSize the size of the component to register
* *
* @return an id for for the component * @return a uint32_t id for for the component
*/ */
uint32_t ARC_EntitySystem_RegisterComponent(ARC_EntitySystem *entitySystem, uint32_t componentSize); uint32_t ARC_EntitySystem_RegisterComponent(ARC_EntitySystem *entitySystem, uint32_t componentSize);
/** /**
* @brief * @brief inits an empty entity, usually use ARC_EntitySystem_AddComponent to add compenets to the entity this function creates
*
* @param[in] entitySystem the entitySystem to init a new entity in
*
* @return an ARC_Entity that holds the id of the newly inited slot
*/ */
ARC_Entity ARC_EntitySystem_InitEntity(ARC_EntitySystem *entitySystem); ARC_Entity ARC_EntitySystem_InitEntity(ARC_EntitySystem *entitySystem);
/** /**
* @brief * @brief releases an entity from a given entity system
*
* @param[in] entitySystem the entity system to remove the entity from
* @param[in] entity the entity to remove
*/ */
void ARC_EntitySystem_ReleaseEntity(ARC_EntitySystem *entitySystem, ARC_Entity entity); void ARC_EntitySystem_ReleaseEntity(ARC_EntitySystem *entitySystem, ARC_Entity entity);
/** /**
* @brief * @brief adds a component to a given entity within an entity system
*
* @note data will be copied, so if data was created elsewere it needs to be freed elsewhere
*
* @param[in] entitySystem the entity system that holds the entity which is being modified
* @param[in] entity the entity as an id which a component is being added to
* @param[in] component the id of the compenent for the entity system
* @param[in] data the components data as a void *
*/ */
void ARC_EntitySystem_AddComponent(ARC_EntitySystem *entitySystem, ARC_Entity entity, ARC_EntityComponent component, void *data); void ARC_EntitySystem_AddComponent(ARC_EntitySystem *entitySystem, ARC_Entity entity, ARC_EntityComponent component, void *data);
/** /**
* @brief * @brief checks if an entity has a component within an entity system
*
* @param[in] entitySystem the entity system that holds the entity which is being checked
* @param[in] entity the entity as an id
* @param[in] component the id of the compenent for the entity system
*
* @return ARC_True if the entity has the given component, otherwise ARC_False
*/ */
ARC_Bool ARC_EntitySystem_HasComponent(ARC_EntitySystem *entitySystem, ARC_Entity entity, ARC_EntityComponent component); ARC_Bool ARC_EntitySystem_HasComponent(ARC_EntitySystem *entitySystem, ARC_Entity entity, ARC_EntityComponent component);
/** /**
* @brief * @brief retrieves a components data for a specific entity
*
* @param[in] entitySystem the entity system that holds the entity which is being retrieved
*
* @param[in] entity the entity as an id
* @param[in] component the id of the compenent for the entity system
* @return the components data as a void * on success, otherwise NULL
*/ */
void *ARC_EntitySystem_GetComponentData(ARC_EntitySystem *entitySystem, ARC_Entity entity, ARC_EntityComponent component); void *ARC_EntitySystem_GetComponentData(ARC_EntitySystem *entitySystem, ARC_Entity entity, ARC_EntityComponent component);
/** /**
* @brief * @brief retrieves all entities which have the given components
*
* @note this function will not check for exact matches, it just returns the entitys which have all the components (the entity might have more components than what is given)
*
* @param[in] entitySystem the entity system to query entities from
* @param[in] components the components a entity has to have to match
*/ */
ARC_Array ARC_EntitySystem_QueryComponentsData(ARC_EntitySystem *entitySystem, ARC_Array components); ARC_Array ARC_EntitySystem_QueryComponentsData(ARC_EntitySystem *entitySystem, ARC_Array components);

View file

@ -121,7 +121,7 @@ ARC_Entity ARC_EntitySystem_InitEntity(ARC_EntitySystem *entitySystem){
//get the next free entity //get the next free entity
ARC_Entity entity = (ARC_Entity)ARC_VectorInline_GetSize(entitySystem->data); ARC_Entity entity = (ARC_Entity)ARC_VectorInline_GetSize(entitySystem->data);
//TODO: check if this works
ARC_VectorInline_Add(entitySystem->data, NULL); ARC_VectorInline_Add(entitySystem->data, NULL);
ARC_VectorInline_Add(entitySystem->flagVector, NULL); ARC_VectorInline_Add(entitySystem->flagVector, NULL);
ARC_VectorInline_Add(entitySystem->maskVector, NULL); ARC_VectorInline_Add(entitySystem->maskVector, NULL);
@ -179,7 +179,7 @@ ARC_Array ARC_EntitySystem_QueryComponentsData(ARC_EntitySystem *entitySystem, A
componentsMask |= (1 << ((ARC_EntityComponent *)components.data)[index]); componentsMask |= (1 << ((ARC_EntityComponent *)components.data)[index]);
} }
//setup teh components data and get a return size //setup the components data and get a return size
uint32_t maxEntitySize = ARC_VectorInline_GetSize(entitySystem->data) - ARC_VectorInline_GetSize(entitySystem->freeEntities); uint32_t maxEntitySize = ARC_VectorInline_GetSize(entitySystem->data) - ARC_VectorInline_GetSize(entitySystem->freeEntities);
//clear the query if it already exists //clear the query if it already exists