Properly link flecs library

This commit is contained in:
2023-11-09 11:38:29 +01:00
parent dc585396c3
commit 8edcf9305c
1392 changed files with 390081 additions and 164 deletions

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#ifndef NESTED_PREFABS_H
#define NESTED_PREFABS_H
/* This generated file contains includes for project dependencies */
#include "nested_prefabs/bake_config.h"
#ifdef __cplusplus
extern "C" {
#endif
#ifdef __cplusplus
}
#endif
#endif

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/*
)
(.)
.|.
| |
_.--| |--._
.-'; ;`-'& ; `&.
\ & ; & &_/
|"""---...---"""|
\ | | | | | | | /
`---.|.|.|.---'
* This file is generated by bake.lang.c for your convenience. Headers of
* dependencies will automatically show up in this file. Include bake_config.h
* in your main project file. Do not edit! */
#ifndef NESTED_PREFABS_BAKE_CONFIG_H
#define NESTED_PREFABS_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "nested_prefabs",
"type": "application",
"value": {
"use": [
"flecs"
],
"public": false
}
}

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#include <nested_prefabs.h>
#include <stdio.h>
// Nested prefabs make it possible to reuse an existing prefab inside another
// prefab. An example of where this could be useful is a car with four wheels:
// instead of defining four times what a wheel is a Car prefab can reference an
// existing Wheel prefab.
//
// Nested prefabs can be created by adding a child that is a variant (inherits
// from) another prefab. For more information on variants, see the variants
// example.
//
// Instantiated children from a nested prefab still inherit from the original
// prefab. The reason for this is that an instantiated child is an exact copy
// of the prefab child, and the prefab child only has an IsA relationship to the
// nested prefab.
//
// This example shows how auto overriding (see the auto override example) can be
// used to give instantiated children from a nested prefab a private copy of an
// inherited component.
typedef struct {
double value;
} TirePressure;
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
ECS_COMPONENT(ecs, TirePressure);
// Create a Wheel prefab, make sure each instantiated wheel has a private
// copy of the TirePressure component.
ecs_entity_t Wheel = ecs_new_prefab(ecs, "Wheel");
ecs_set(ecs, Wheel, TirePressure, { 32 });
ecs_override(ecs, Wheel, TirePressure);
// Create a Car prefab with four wheels. Note how the wheel names are
// prefixed with 'Car.', this is has the same effect as adding the
// (ChildOf, Car) relationship.
ecs_entity_t Car = ecs_new_prefab(ecs, "Car");
ecs_entity_t WheelFrontLeft = ecs_new_prefab(ecs, "Car.FrontLeft");
ecs_add_pair(ecs, WheelFrontLeft, EcsIsA, Wheel);
ecs_entity_t WheelFrontRight = ecs_new_prefab(ecs, "Car.FrontRight");
ecs_add_pair(ecs, WheelFrontRight, EcsIsA, Wheel);
ecs_entity_t WheelBackLeft = ecs_new_prefab(ecs, "Car.BackLeft");
ecs_add_pair(ecs, WheelBackLeft, EcsIsA, Wheel);
ecs_entity_t WheelBackRight = ecs_new_prefab(ecs, "Car.BackRight");
ecs_add_pair(ecs, WheelBackRight, EcsIsA, Wheel);
// Create a prefab instance.
ecs_entity_t inst = ecs_new_entity(ecs, "my_car");
ecs_add_pair(ecs, inst, EcsIsA, Car);
// Lookup one of the wheels
ecs_entity_t inst_front_left = ecs_lookup_child(ecs, inst, "FrontLeft");
// The type shows that the child has a private copy of the TirePressure
// component, and an IsA relationship to the Wheel prefab.
char *type = ecs_type_str(ecs, ecs_get_type(ecs, inst_front_left));
printf("type: [%s]\n", type);
ecs_os_free(type);
// Get the TirePressure component & print its value
const TirePressure *p = ecs_get(ecs, inst_front_left, TirePressure);
printf("pressure: %f\n", p->value);
// Output
// type: [TirePressure, (Identifier,Name), (ChildOf,my_car), (IsA,Wheel)]
// pressure: 32.000000
return ecs_fini(ecs);
}