From fa8775a72e2a85c05ccf7ef9a53eacdf95592f84 Mon Sep 17 00:00:00 2001 From: William Moberg Date: Thu, 7 Jan 2016 10:28:18 +0100 Subject: [PATCH] Renamed vars and added some comments. --- include/Engine/Core/SystemPipeline.h | 9 +++++---- src/Engine/Collision/CollisionSystem.cpp | 2 -- src/Game/Game.cpp | 16 +++++++++------- 3 files changed, 14 insertions(+), 13 deletions(-) diff --git a/include/Engine/Core/SystemPipeline.h b/include/Engine/Core/SystemPipeline.h index fdae834f..cffa04de 100644 --- a/include/Engine/Core/SystemPipeline.h +++ b/include/Engine/Core/SystemPipeline.h @@ -24,12 +24,13 @@ public: } template - void AddSystem(int updateOrderPriority, Arguments... args) + //All systems with orderlevel 0 will be updated first, then 1, 2, etc. + void AddSystem(int updateOrderLevel, Arguments... args) { - if (updateOrderPriority + 1 > m_OrderedSystemGroups.size()) { - m_OrderedSystemGroups.resize(updateOrderPriority + 1); + if (updateOrderLevel + 1 > m_OrderedSystemGroups.size()) { + m_OrderedSystemGroups.resize(updateOrderLevel + 1); } - UnorderedSystems& group = m_OrderedSystemGroups[updateOrderPriority]; + UnorderedSystems& group = m_OrderedSystemGroups[updateOrderLevel]; System* system = new T(m_EventBroker, args...); group.Systems[typeid(T).name()] = system; diff --git a/src/Engine/Collision/CollisionSystem.cpp b/src/Engine/Collision/CollisionSystem.cpp index dec33a20..69929c6d 100644 --- a/src/Engine/Collision/CollisionSystem.cpp +++ b/src/Engine/Collision/CollisionSystem.cpp @@ -4,8 +4,6 @@ void CollisionSystem::UpdateComponent(World * world, ComponentWrapper & cAABB, double dt) { - //TODO: Update CollisionSystem system after PlayerSystem. - //Right now, cAABB is a component attached to any entity that should be collideable. AABB thisBox; if (!Collision::GetEntityBox(world, cAABB, thisBox)) { diff --git a/src/Game/Game.cpp b/src/Game/Game.cpp index b0628bd8..414f113d 100644 --- a/src/Game/Game.cpp +++ b/src/Game/Game.cpp @@ -52,15 +52,17 @@ Game::Game(int argc, char* argv[]) // Create system pipeline m_SystemPipeline = new SystemPipeline(m_EventBroker); - unsigned int updateOrderPriority = 0; - m_SystemPipeline->AddSystem(updateOrderPriority); - m_SystemPipeline->AddSystem(updateOrderPriority); - m_SystemPipeline->AddSystem(updateOrderPriority, m_Renderer); + + //All systems with orderlevel 0 will be updated first. + unsigned int updateOrderLevel = 0; + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel, m_Renderer); //Collision and TriggerSystem should update after player. - ++updateOrderPriority; - m_SystemPipeline->AddSystem(updateOrderPriority); - m_SystemPipeline->AddSystem(updateOrderPriority); + ++updateOrderLevel; + m_SystemPipeline->AddSystem(updateOrderLevel); + m_SystemPipeline->AddSystem(updateOrderLevel); m_LastTime = glfwGetTime();