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ecs: add callbackFiltered and emitFiltered

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Étienne Fildadut 2022-10-13 00:24:47 +09:00
parent bd28610ff4
commit aa332a0adf
20 changed files with 697 additions and 568 deletions

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@ -337,7 +337,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-10-11 19:12:05 </i>
<i style="float:right;">Last updated 2022-10-13 00:23:58 </i>
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@ -323,10 +323,18 @@ end
<td class="summary">Trigger a custom callback on a single entity.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#System:callbackFiltered">System:callbackFiltered (filter, name, e, ...)</a></td>
<td class="summary">Same as <a href="../modules/ecs.html#System:callback">callback</a>, but will check every system against a filter before calling the callback.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#System:emit">System:emit (name, ...)</a></td>
<td class="summary">Emit an event on the system.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#System:emitFiltered">System:emitFiltered (filter, name, ...)</a></td>
<td class="summary">Same as <a href="../modules/ecs.html#System:emit">emit</a>, but will check every system against a filter before calling the event.</td>
</tr>
<tr>
<td class="name" nowrap><a href="#System:destroy">System:destroy ()</a></td>
<td class="summary">Remove all the entities and subsystems in this system.</td>
</tr>
@ -1799,6 +1807,48 @@ avoid repeating your filters or allow controlling several system from a single p
</dd>
<dt>
<a name = "System:callbackFiltered"></a>
<strong>System:callbackFiltered (filter, name, e, ...)</strong>
</dt>
<dd>
Same as <a href="../modules/ecs.html#System:callback">callback</a>, but will check every system against a filter before calling the callback. </p>
<p> <a href="../modules/ecs.html#System:filter">filter</a> is a function that receive the arguments <code>filter(system, name, e, &hellip;)</code>, and returns a boolean.
It will be called on each system before emitting the callback on it; if the filter returns false, the callback will not
be called on this system and its subsystems.</p>
<p> Complexity: O(1) per system
</ul>
</ul>
</ul>
</ul>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">filter</span>
<span class="types"><span class="type">function</span></span>
filter function
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
name of the callback
</li>
<li><span class="parameter">e</span>
<span class="types"><a class="type" href="../modules/ecs.html#Entity_objects">Entity</a></span>
the entity to perform the callback on
</li>
<li><span class="parameter">...</span>
other arguments to pass to the callback
</li>
</ul>
</dd>
<dt>
<a name = "System:emit"></a>
@ -1849,6 +1899,44 @@ its sibling systems (i.e. completely stop the propagation of the event).</li>
</dd>
<dt>
<a name = "System:emitFiltered"></a>
<strong>System:emitFiltered (filter, name, ...)</strong>
</dt>
<dd>
Same as <a href="../modules/ecs.html#System:emit">emit</a>, but will check every system against a filter before calling the event. </p>
<p> <a href="../modules/ecs.html#System:filter">filter</a> is a function that receive the arguments <code>filter(system, name, &hellip;)</code>, and returns a boolean.
It will be called on each system before emitting the event on it; if the filter returns false, the event will not
be emitted to this system and its subsystems.</p>
<p> Complexity: O(1) per system
</ul>
</ul>
</ul>
</ul>
<h3>Parameters:</h3>
<ul>
<li><span class="parameter">filter</span>
<span class="types"><span class="type">function</span></span>
filter function
</li>
<li><span class="parameter">name</span>
<span class="types"><a class="type" href="https://www.lua.org/manual/5.1/manual.html#5.4">string</a></span>
name of the callback
</li>
<li><span class="parameter">...</span>
other arguments to pass to the callback
</li>
</ul>
</dd>
<dt>
<a name = "System:destroy"></a>
@ -1876,7 +1964,7 @@ its sibling systems (i.e. completely stop the propagation of the event).</li>
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-10-11 19:12:05 </i>
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</body>

View file

@ -1723,7 +1723,7 @@ player.fire.event:bind(<span class="string">"pressed"</span>, <span class="keywo
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-10-11 19:12:05 </i>
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@ -2066,7 +2066,7 @@ end
Level background. </p>
<p> If there is a background image, <code>background.image</code> contains a table <code>{image=image, x=number, y=number, sx=number, sy=number}</code>
where <a href="../modules/ldtk.html#Tileset.image">image</a> is the LÖVE image (or image filepath if LÖVE not available) <a href="../modules/ldtk.html#Entity.x">x</a> and <a href="../modules/ldtk.html#Tile.y">y</a> are the top-left position,
where <a href="../modules/ldtk.html#Tileset.image">image</a> is the LÖVE image (or image filepath if LÖVE not available) <a href="../modules/ldtk.html#Tile.x">x</a> and <a href="../modules/ldtk.html#Tile.y">y</a> are the top-left position,
and <a href="../modules/ldtk.html#Entity.sx">sx</a> and <a href="../modules/ldtk.html#Entity.sy">sy</a> the horizontal and vertical scale factors.
</ul>
@ -2142,7 +2142,7 @@ end
<li>Enum are converted into a Lua string giving the currently selected enum value.</li>
<li>Filepath are converted into a Lua string giving the file path.</li>
<li>Arrays are converted into a Lua table with the elements in it as a list.</li>
<li>Points are converted into a Lua table with the fields <a href="../modules/ldtk.html#Entity.x">x</a> and <a href="../modules/ldtk.html#Tile.y">y</a>, in pixels: <code>{ x=number, y=number }</code>.</li>
<li>Points are converted into a Lua table with the fields <a href="../modules/ldtk.html#Tile.x">x</a> and <a href="../modules/ldtk.html#Tile.y">y</a>, in pixels: <code>{ x=number, y=number }</code>.</li>
<li>Colors are converted into a Lua table with the red, green and blue components in [0-1] as a list: <code>{r,g,b}</code>.</li>
<li>Tiles are converted into a Lua table { tileset = associated tileset object, quad = associated quad } where <a href="../modules/ldtk.html#Tile.quad">quad</a> is a LÖVE Quad if LÖVE is available, otherwise a table <code>{ x, y, width, height }</code>.</li>
<li>EntityRef are converted into a Lua table { level = level, layerIid = layer IID, entityIid = entity IID, entity = see explanation }. If the entity being refernced belongs to another level and this level is not loaded, <code>entity</code> will be nil; otherwise (same level or the other level is also loaded), it will contain the entity.</li>
@ -2170,7 +2170,7 @@ end
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-10-11 19:12:05 </i>
<i style="float:right;">Last updated 2022-10-13 00:23:58 </i>
</div> <!-- id="about" -->
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</body>

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@ -703,7 +703,7 @@
</div> <!-- id="main" -->
<div id="about">
<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
<i style="float:right;">Last updated 2022-10-11 19:12:05 </i>
<i style="float:right;">Last updated 2022-10-13 00:23:58 </i>
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</body>

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@ -788,7 +788,7 @@ signal.event:bind(&quot;keypressed&quot;, function(key, scancode) print(&quot;pr
</div> <!-- id="main" -->
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -1154,7 +1154,7 @@
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -394,7 +394,7 @@ the repository to save you a few seconds.</p>
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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@ -785,7 +785,7 @@
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<i>generated by <a href="http://github.com/stevedonovan/LDoc">LDoc 1.4.6</a></i>
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