DocC documentation generation (#77)
* initial stub files to support DocC generation * add dependency on docc-plugin to support local previewing of documentation * adding preview documentation commands to view documentation * adding documentation generation commands * cleanup with precommit * update to reference expected location, or how to preview * cleaning up documentation for global hashing algorithms * adding documentation for ManagedContiguousArray * adding documentation for UnorderedSparseSet * directly porting README getting started into an Essentials article
This commit is contained in:
parent
9708eba6cb
commit
fdf08687d6
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@ -0,0 +1,4 @@
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version: 1
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builder:
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configs:
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- documentation_targets: [FirebladeECS]
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34
Makefile
34
Makefile
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@ -59,3 +59,37 @@ clean: clean-sourcery
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.PHONY: clean-sourcery
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clean-sourcery:
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rm -rdf ${HOME}/Library/Caches/Sourcery
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# Preview DocC documentation
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.PHONY: preview-docs
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preview-docs:
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swift package --disable-sandbox preview-documentation --target FirebladeECS
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# Preview DocC documentation with analysis/warnings and overview of coverage
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.PHONY: preview-analysis-docs
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preview-analysis-docs:
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swift package --disable-sandbox preview-documentation --target FirebladeECS --analyze --experimental-documentation-coverage --level brief
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# Generates a plain DocC archive in the .build directory
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.PHONY: generate-docs
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generate-docs:
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DOCC_JSON_PRETTYPRINT=YES \
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swift package \
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generate-documentation \
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--fallback-bundle-identifier com.github.fireblade-engine.FirebladeECS \
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--target FirebladeECS \
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# Generates documentation pages suitable to push/host on github pages (or another static site)
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# Expected location, if set up, would be:
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# https://fireblade-engine.github.io/FirebladeECS/documentation/FirebladeECS/
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.PHONY: generate-docs-githubpages
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generate-docs-githubpages:
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DOCC_JSON_PRETTYPRINT=YES \
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swift package \
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--allow-writing-to-directory ./docs \
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generate-documentation \
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--fallback-bundle-identifier com.github.fireblade-engine.FirebladeECS \
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--target FirebladeECS \
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--output-path ./docs \
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--transform-for-static-hosting \
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--hosting-base-path 'FirebladeECS'
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@ -7,6 +7,9 @@ let package = Package(
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.library(name: "FirebladeECS",
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targets: ["FirebladeECS"])
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],
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dependencies: [
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.package(url: "https://github.com/apple/swift-docc-plugin", from: "1.0.0")
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],
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targets: [
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.target(name: "FirebladeECS",
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exclude: ["Stencils/Family.stencil"]),
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@ -233,8 +233,9 @@ See the [Fireblade ECS Demo App](https://github.com/fireblade-engine/ecs-demo) t
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## 📖 Documentation
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Consult the [wiki](https://github.com/fireblade-engine/ecs/wiki) for in-depth [documentation](https://github.com/fireblade-engine/ecs/wiki).
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Consult the [online documentation](https://swiftpackageindex.com/fireblade-engine/ecs/documentation/FirebladeECS), or preview it locally:
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- `make preview-docs`
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## 💁 How to contribute
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# ``FirebladeECS``
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Seamlessly, consistently, and asynchronously replicate data.
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## Overview
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This is a **dependency free**, **lightweight**, **fast** and **easy to use** [Entity-Component System](https://en.wikipedia.org/wiki/Entity_component_system) implementation in Swift.
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An ECS comprises entities composed from components of data, with systems which operate on the components.
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Fireblade ECS is available for all platforms that support [Swift 5.8](https://swift.org/) and higher and the [Swift Package Manager (SPM)](https://github.com/apple/swift-package-manager).
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It is developed and maintained as part of the [Fireblade Game Engine project](https://github.com/fireblade-engine).
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For a more detailed example of FirebladeECS in action, see the [Fireblade ECS Demo App](https://github.com/fireblade-engine/ecs-demo).
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## Topics
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### Essentials
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- <doc:GettingStartedWithFirebladeECS>
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- ``Nexus``
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- ``NexusEvent``
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- ``NexusEventDelegate``
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### Entities
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- ``Entity``
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- ``EntityState``
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- ``EntityStateMachine``
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- ``EntityCreated``
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- ``EntityDestroyed``
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- ``EntityComponentHash``
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- ``EntityIdentifier``
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- ``EntityIdentifierGenerator``
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- ``DefaultEntityIdGenerator``
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- ``LinearIncrementingEntityIdGenerator``
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### Components
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- ``Component``
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- ``ComponentAdded``
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- ``ComponentRemoved``
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- ``ComponentProvider``
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- ``ComponentsBuilder-4co42``
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- ``ComponentsBuilder``
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- ``ComponentInstanceProvider``
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- ``ComponentIdentifier``
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- ``ComponentInitializable``
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- ``ComponentTypeHash``
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- ``ComponentTypeProvider``
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- ``ComponentSingletonProvider``
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- ``SingleComponent``
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- ``EntityComponentHash``
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- ``StateComponentMapping``
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- ``DynamicComponentProvider``
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- ``RequiringComponents1``
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- ``RequiringComponents2``
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- ``RequiringComponents3``
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- ``RequiringComponents4``
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- ``RequiringComponents5``
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- ``RequiringComponents6``
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- ``RequiringComponents7``
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- ``RequiringComponents8``
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- ``DefaultInitializable``
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- ``SingleComponent``
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### Systems
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- ``Family``
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- ``FamilyEncoding``
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- ``FamilyDecoding``
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- ``FamilyMemberAdded``
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- ``FamilyMemberRemoved``
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- ``FamilyMemberBuilder-3f2i6``
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- ``FamilyMemberBuilder``
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- ``FamilyTraitSet``
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- ``Requires1``
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- ``Requires2``
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- ``Requires3``
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- ``Requires4``
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- ``Requires5``
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- ``Requires6``
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- ``Requires7``
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- ``Requires8``
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- ``Single``
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- ``Family1``
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- ``Family2``
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- ``Family3``
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- ``Family4``
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- ``Family5``
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- ``Family6``
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- ``Family7``
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- ``Family8``
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- ``FamilyRequirementsManaging``
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### Coding Strategies
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- ``CodingStrategy``
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- ``DefaultCodingStrategy``
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- ``TopLevelDecoder``
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- ``TopLevelEncoder``
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- ``DynamicCodingKey``
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### Supporting Types
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- ``ManagedContiguousArray``
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- ``UnorderedSparseSet``
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### Hash Functions
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- ``hash(combine:)``
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- ``hash(combine:_:)``
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- ``StringHashing``
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@ -0,0 +1,210 @@
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# Getting started with Fireblade ECS
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Learn the API and key types Fireblade provides to compose your game or app logic.
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## Overview
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Fireblade ECS is a dependency free, Swift language implementation of an Entity-Component-System ([ECS](https://en.wikipedia.org/wiki/Entity_component_system)).
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An ECS comprises entities composed from components of data, with systems which operate on the components.
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Extend the following lines in your `Package.swift` file or use it to create a new project.
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```swift
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// swift-tools-version:5.8
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import PackageDescription
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let package = Package(
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name: "YourPackageName",
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dependencies: [
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.package(url: "https://github.com/fireblade-engine/ecs.git", from: "0.17.5")
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],
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targets: [
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.target(
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name: "YourTargetName",
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dependencies: ["FirebladeECS"])
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]
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)
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```
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This article introduces you to the key concepts of Fireblade ECS's API.
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For a more detailed example, see the [Fireblade ECS Demo App](https://github.com/fireblade-engine/ecs-demo).
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### 🏛️ Nexus
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The core element in the Fireblade-ECS is the [Nexus](https://en.wiktionary.org/wiki/nexus#Noun).
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It acts as a centralized way to store, access and manage entities and their components.
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A single `Nexus` may (theoretically) hold up to 4294967295 `Entities` at a time.
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You may use more than one `Nexus` at a time.
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Initialize a `Nexus` with
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```swift
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let nexus = Nexus()
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```
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### 👤 Entities
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then create entities by letting the `Nexus` generate them.
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```swift
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// an entity without components
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let newEntity = nexus.createEntity()
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```
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To define components, conform your class to the `Component` protocol
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```swift
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final class Position: Component {
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var x: Int = 0
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var y: Int = 0
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}
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```
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and assign instances of it to an `Entity` with
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```swift
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let position = Position(x: 1, y: 2)
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entity.assign(position)
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```
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You can be more efficient by assigning components while creating an entity.
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```swift
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// an entity with two components assigned.
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nexus.createEntity {
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Position(x: 1, y: 2)
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Color(.red)
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}
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// bulk create entities with multiple components assigned.
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nexus.createEntities(count: 100) { _ in
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Position()
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Color()
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}
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```
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### 👪 Families
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This ECS uses a grouping approach for entities with the same component types to optimize cache locality and ease up access to them.
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Entities with the __same component types__ may belong to one `Family`.
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A `Family` has entities as members and component types as family traits.
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Create a family by calling `.family` with a set of traits on the nexus.
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A family that contains only entities with a `Movement` and `PlayerInput` component, but no `Texture` component is created by
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```swift
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let family = nexus.family(requiresAll: Movement.self, PlayerInput.self,
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excludesAll: Texture.self)
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```
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These entities are cached in the nexus for efficient access and iteration.
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Families conform to the [Sequence](https://developer.apple.com/documentation/swift/sequence) protocol so that members (components)
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may be iterated and accessed like any other sequence in Swift.
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Access a family's components directly on the family instance. To get family entities and access components at the same time call `family.entityAndComponents`.
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If you are only interested in a family's entities call `family.entities`.
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```swift
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class PlayerMovementSystem {
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let family = nexus.family(requiresAll: Movement.self, PlayerInput.self,
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excludesAll: Texture.self)
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func update() {
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family
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.forEach { (mov: Movement, input: PlayerInput) in
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// position & velocity component for the current entity
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// get properties
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_ = mov.position
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_ = mov.velocity
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// set properties
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mov.position.x = mov.position.x + 3.0
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...
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// current input command for the given entity
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_ = input.command
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...
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}
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}
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func update2() {
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family
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.entityAndComponents
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.forEach { (entity: Entity, mov: Movement, input: PlayerInput) in
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// the current entity instance
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_ = entity
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// position & velocity component for the current entity
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// get properties
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_ = mov.position
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_ = mov.velocity
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}
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}
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func update3() {
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family
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.entities
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.forEach { (entity: Entity) in
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// the current entity instance
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_ = entity
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}
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}
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}
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```
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### 🧑 Singles
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A `Single` on the other hand is a special kind of family that holds exactly **one** entity with exactly **one** component for the entire lifetime of the Nexus. This may come in handy if you have components that have a [Singleton](https://en.wikipedia.org/wiki/Singleton_(mathematics)) character. Single components must conform to the `SingleComponent` protocol and will not be available through regular family iteration.
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```swift
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final class GameState: SingleComponent {
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var quitGame: Bool = false
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}
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class GameLogicSystem {
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let gameState: Single<GameState>
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init(nexus: Nexus) {
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gameState = nexus.single(GameState.self)
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}
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func update() {
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// update your game sate here
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gameState.component.quitGame = true
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// entity access is provided as well
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_ = gameState.entity
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}
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}
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```
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### 🔗 Serialization
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To serialize/deserialize entities you must conform their assigned components to the `Codable` protocol.
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Conforming components can then be serialized per family like this:
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```swift
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// MyComponent and YourComponent both conform to Component and Codable protocols.
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let nexus = Nexus()
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let family = nexus.family(requiresAll: MyComponent.self, YourComponent.self)
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// JSON encode entities from given family.
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var jsonEncoder = JSONEncoder()
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let encodedData = try family.encodeMembers(using: &jsonEncoder)
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// Decode entities into given family from JSON.
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// The decoded entities will be added to the nexus.
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var jsonDecoder = JSONDecoder()
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let newEntities = try family.decodeMembers(from: jsonData, using: &jsonDecoder)
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|
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```
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|
@ -21,8 +21,10 @@ public typealias ComponentTypeHash = Int
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// MARK: - hash combine
|
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/// Calculates the combined hash of two values. This implementation is based on boost::hash_combine.
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/// Will always produce the same result for the same combination of seed and value during the single run of a program.
|
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/// Calculates the combined hash of two values.
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///
|
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/// This implementation is based on boost::hash_combine.
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/// It produces the same result for the same combination of seed and value during the single run of a program.
|
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///
|
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/// - Parameters:
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/// - seed: seed hash.
|
||||
|
|
@ -46,8 +48,10 @@ public func hash(combine seed: Int, _ value: Int) -> Int {
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return Int(bitPattern: uSeed)
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}
|
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|
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/// Calculates the combined hash value of the elements. This implementation is based on boost::hash_range.
|
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/// Is sensitive to the order of the elements.
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||||
/// Calculates the combined hash value of the elements.
|
||||
///
|
||||
/// This implementation is based on boost::hash_range.
|
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/// The hash value this method computes is sensitive to the order of the elements.
|
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/// - Parameter hashValues: sequence of hash values to combine.
|
||||
/// - Returns: combined hash value.
|
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public func hash<H: Sequence>(combine hashValues: H) -> Int where H.Element: Hashable {
|
||||
|
|
@ -79,11 +83,13 @@ extension EntityComponentHash {
|
|||
|
||||
// MARK: - string hashing
|
||||
|
||||
/// <https://stackoverflow.com/a/52440609>
|
||||
/// A type that provides stable hash values for String.
|
||||
///
|
||||
/// The details are based on [StackOverflow Q&A on String hashing in Swift](https://stackoverflow.com/a/52440609)
|
||||
public enum StringHashing {
|
||||
/// *Waren Singer djb2*
|
||||
/// *Warren Stringer djb2*
|
||||
///
|
||||
/// <https://stackoverflow.com/a/43149500>
|
||||
/// Implementation from <https://stackoverflow.com/a/43149500>
|
||||
public static func singer_djb2(_ utf8String: String) -> UInt64 {
|
||||
var hash: UInt64 = 5381
|
||||
var iter = utf8String.unicodeScalars.makeIterator()
|
||||
|
|
@ -95,8 +101,8 @@ public enum StringHashing {
|
|||
|
||||
/// *Dan Bernstein djb2*
|
||||
///
|
||||
/// This algorithm (k=33) was first reported by dan bernstein many years ago in comp.lang.c.
|
||||
/// Another version of this algorithm (now favored by bernstein) uses xor: hash(i) = hash(i - 1) * 33 ^ str[i];
|
||||
/// This algorithm (k=33) was first reported by Dan Bernstein many years ago in `comp.lang.c`.
|
||||
/// Another version of this algorithm (now favored by Bernstein) uses xor: `hash(i) = hash(i - 1) * 33 ^ str[i];`
|
||||
/// The magic of number 33 (why it works better than many other constants, prime or not) has never been adequately explained.
|
||||
///
|
||||
/// <http://www.cse.yorku.ca/~oz/hash.html>
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@
|
|||
//
|
||||
// Created by Christian Treffs on 28.10.17.
|
||||
//
|
||||
/// A type that provides a managed contiguous array of elements that you provide.
|
||||
public struct ManagedContiguousArray<Element> {
|
||||
public typealias Index = Int
|
||||
|
||||
|
|
@ -11,16 +12,24 @@ public struct ManagedContiguousArray<Element> {
|
|||
@usableFromInline var size: Int = 0
|
||||
@usableFromInline var store: ContiguousArray<Element?> = []
|
||||
|
||||
/// Creates a new array.
|
||||
/// - Parameter minCount: The minimum number of elements, which defaults to `4096`.
|
||||
public init(minCount: Int = 4096) {
|
||||
chunkSize = minCount
|
||||
store = ContiguousArray<Element?>(repeating: nil, count: minCount)
|
||||
}
|
||||
|
||||
/// The number of elements in the array.
|
||||
@inline(__always)
|
||||
public var count: Int {
|
||||
size
|
||||
}
|
||||
|
||||
/// Inserts an element into the managed array.
|
||||
/// - Parameters:
|
||||
/// - element: The element to insert
|
||||
/// - index: The location at which to insert the element.
|
||||
/// - Returns: `true` to indicate the element was inserted.
|
||||
@discardableResult
|
||||
@inlinable
|
||||
public mutating func insert(_ element: Element, at index: Int) -> Bool {
|
||||
|
|
@ -34,6 +43,8 @@ public struct ManagedContiguousArray<Element> {
|
|||
return true
|
||||
}
|
||||
|
||||
/// Returns a Boolean value that indicates whether the index location holds an element.
|
||||
/// - Parameter index: The index location in the contiguous array to inspect.
|
||||
@inlinable
|
||||
public func contains(_ index: Index) -> Bool {
|
||||
if store.count <= index {
|
||||
|
|
@ -42,16 +53,25 @@ public struct ManagedContiguousArray<Element> {
|
|||
return store[index] != nil
|
||||
}
|
||||
|
||||
/// Retrieves the value at the index location you provide.
|
||||
/// - Parameter index: The index location.
|
||||
/// - Returns: The element at the index location, or `nil`.
|
||||
@inline(__always)
|
||||
public func get(at index: Index) -> Element? {
|
||||
store[index]
|
||||
}
|
||||
|
||||
/// Unsafely retrieves the value at the index location you provide.
|
||||
/// - Parameter index: The index location.
|
||||
/// - Returns: The element at the index location.
|
||||
@inline(__always)
|
||||
public func get(unsafeAt index: Index) -> Element {
|
||||
store[index].unsafelyUnwrapped
|
||||
}
|
||||
|
||||
/// Removes the object at the index location you provide.
|
||||
/// - Parameter index: The index location.
|
||||
/// - Returns: `true` to indicate the element was removed.
|
||||
@discardableResult
|
||||
@inlinable
|
||||
public mutating func remove(at index: Index) -> Bool {
|
||||
|
|
@ -65,17 +85,23 @@ public struct ManagedContiguousArray<Element> {
|
|||
return true
|
||||
}
|
||||
|
||||
/// Clears the array of all elements.
|
||||
/// - Parameter keepingCapacity: A Boolean value that indicates whether to keep the capacity of the array.
|
||||
@inlinable
|
||||
public mutating func clear(keepingCapacity: Bool = false) {
|
||||
size = 0
|
||||
store.removeAll(keepingCapacity: keepingCapacity)
|
||||
}
|
||||
|
||||
/// Returns a Boolean value that indicates if the array needs to grow to insert another item.
|
||||
/// - Parameter index: The index location to check.
|
||||
@inlinable
|
||||
func needsToGrow(_ index: Index) -> Bool {
|
||||
index > store.count - 1
|
||||
}
|
||||
|
||||
/// Expands the contiguous array to encompass the index location you provide.
|
||||
/// - Parameter index: The index location.
|
||||
@inlinable
|
||||
mutating func grow(to index: Index) {
|
||||
let newCapacity: Int = calculateCapacity(to: index)
|
||||
|
|
@ -83,6 +109,8 @@ public struct ManagedContiguousArray<Element> {
|
|||
store += ContiguousArray<Element?>(repeating: nil, count: newCount)
|
||||
}
|
||||
|
||||
/// Returns the capacity of the array to the index location you provide.
|
||||
/// - Parameter index: The index location
|
||||
@inlinable
|
||||
func calculateCapacity(to index: Index) -> Int {
|
||||
let delta = Float(index) / Float(chunkSize)
|
||||
|
|
|
|||
|
|
@ -5,7 +5,7 @@
|
|||
// Created by Christian Treffs on 30.10.17.
|
||||
//
|
||||
|
||||
/// An (unordered) sparse set.
|
||||
/// An unordered sparse set.
|
||||
///
|
||||
/// - `Element`: the element (instance) to store.
|
||||
/// - `Key`: the unique, hashable datastructure to use as a key to retrieve
|
||||
|
|
@ -130,6 +130,7 @@ public struct UnorderedSparseSet<Element, Key: Hashable & Codable> {
|
|||
}
|
||||
}
|
||||
|
||||
/// Creates a new sparse set.
|
||||
public init() {
|
||||
self.init(storage: Storage())
|
||||
}
|
||||
|
|
@ -141,21 +142,26 @@ public struct UnorderedSparseSet<Element, Key: Hashable & Codable> {
|
|||
|
||||
@usableFromInline let storage: Storage
|
||||
|
||||
/// The size of the set.
|
||||
public var count: Int { storage.count }
|
||||
/// A Boolean value that indicates whether the set is empty.
|
||||
public var isEmpty: Bool { storage.isEmpty }
|
||||
|
||||
/// Returns a Boolean value that indicates whether the key is included in the set.
|
||||
/// - Parameter key: The key to inspect.
|
||||
@inlinable
|
||||
public func contains(_ key: Key) -> Bool {
|
||||
storage.findIndex(at: key) != nil
|
||||
}
|
||||
|
||||
/// Inset an element for a given key into the set in O(1).
|
||||
///
|
||||
/// Elements at previously set keys will be replaced.
|
||||
///
|
||||
/// - Parameters:
|
||||
/// - element: the element
|
||||
/// - key: the key
|
||||
/// - Returns: true if new, false if replaced.
|
||||
/// - element: The element.
|
||||
/// - key: The key.
|
||||
/// - Returns: `true` if new, `false` if replaced.
|
||||
@discardableResult
|
||||
public func insert(_ element: Element, at key: Key) -> Bool {
|
||||
storage.insert(element, at: key)
|
||||
|
|
@ -163,13 +169,16 @@ public struct UnorderedSparseSet<Element, Key: Hashable & Codable> {
|
|||
|
||||
/// Get the element for the given key in O(1).
|
||||
///
|
||||
/// - Parameter key: the key
|
||||
/// - Returns: the element or nil of key not found.
|
||||
/// - Parameter key: The key.
|
||||
/// - Returns: the element or `nil` if the key wasn't found.
|
||||
@inlinable
|
||||
public func get(at key: Key) -> Element? {
|
||||
storage.findElement(at: key)
|
||||
}
|
||||
|
||||
/// Unsafely gets the element for the given key,
|
||||
/// - Parameter key: The key.
|
||||
/// - Returns: The element.
|
||||
@inlinable
|
||||
public func get(unsafeAt key: Key) -> Element {
|
||||
storage.findElement(at: key).unsafelyUnwrapped
|
||||
|
|
@ -184,17 +193,21 @@ public struct UnorderedSparseSet<Element, Key: Hashable & Codable> {
|
|||
storage.remove(at: key)?.element
|
||||
}
|
||||
|
||||
/// Removes all keys and elements from the set.
|
||||
/// - Parameter keepingCapacity: A Boolean value that indicates whether the set should maintain it's capacity.
|
||||
@inlinable
|
||||
public func removeAll(keepingCapacity: Bool = false) {
|
||||
storage.removeAll(keepingCapacity: keepingCapacity)
|
||||
}
|
||||
|
||||
/// The first element of the set.
|
||||
@inlinable public var first: Element? {
|
||||
storage.first
|
||||
}
|
||||
}
|
||||
|
||||
extension UnorderedSparseSet where Key == Int {
|
||||
/// Retrieve or set an element using the key.
|
||||
@inlinable
|
||||
public subscript(key: Key) -> Element {
|
||||
get {
|
||||
|
|
|
|||
Loading…
Reference in New Issue