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 SLOTS_H
#define SLOTS_H
/* This generated file contains includes for project dependencies */
#include "slots/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 SLOTS_BAKE_CONFIG_H
#define SLOTS_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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

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#include <slots.h>
#include <stdio.h>
// Slots can be combined with prefab hierarchies to make it easier to access
// the child entities created for an instance.
//
// To create a slot, the SlotOf relationship is added to the child of a prefab,
// with as relationship target the prefab for which to register the slot. When
// the prefab is instantiated, each slot will be added as a relationship pair
// to the instance that looks like this:
// (PrefabChild, InstanceChild)
//
// For a SpaceShip prefab and an Engine child, that pair would look like this:
// (SpaceShip.Engine, Instance.Engine)
//
// To get the entity for a slot, an application can use the regular functions
// to inspect relationships and relationship targets (see code).
//
// Slots can be added to any level of a prefab hierarchy, as long as it is above
// (a parent of) the slot itself. When the prefab tree is instantiated, the
// slots are added to the entities that correspond with the prefab children.
//
// Without slots, an application would have to rely on manually looking up
// entities by name to get access to the instantiated children, like what the
// hierarchy example does.
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
// Create the same prefab hierarchy as from the hierarchy example, but now
// with the SlotOf relationship.
ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
ecs_entity_t Engine = ecs_new_prefab(ecs, "Engine");
ecs_add_pair(ecs, Engine, EcsChildOf, SpaceShip);
ecs_add_pair(ecs, Engine, EcsSlotOf, SpaceShip);
ecs_entity_t Cockpit = ecs_new_prefab(ecs, "Cockpit");
ecs_add_pair(ecs, Cockpit, EcsChildOf, SpaceShip);
ecs_add_pair(ecs, Cockpit, EcsSlotOf, SpaceShip);
// Add an additional child to the Cockpit prefab to demonstrate how
// slots can be different from the parent. This slot could have been
// added to the Cockpit prefab, but instead we register it on the top
// level SpaceShip prefab.
ecs_entity_t PilotSeat = ecs_new_prefab(ecs, "PilotSeat");
ecs_add_pair(ecs, PilotSeat, EcsChildOf, Cockpit);
ecs_add_pair(ecs, PilotSeat, EcsSlotOf, SpaceShip);
// Create a prefab instance.
ecs_entity_t inst = ecs_new_entity(ecs, "my_spaceship");
ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
// Get the instantiated entities for the prefab slots
ecs_entity_t inst_engine = ecs_get_target(ecs, inst, Engine, 0);
ecs_entity_t inst_cockpit = ecs_get_target(ecs, inst, Cockpit, 0);
ecs_entity_t inst_seat = ecs_get_target(ecs, inst, PilotSeat, 0);
char *path = ecs_get_fullpath(ecs, inst_engine);
printf("instance engine: %s\n", path);
ecs_os_free(path);
path = ecs_get_fullpath(ecs, inst_cockpit);
printf("instance cockpit: %s\n", path);
ecs_os_free(path);
path = ecs_get_fullpath(ecs, inst_seat);
printf("instance seat: %s\n", path);
ecs_os_free(path);
// Output:
// instance engine: my_spaceship.Engine
// instance cockpit: my_spaceship.Cockpit
// instance seat: my_spaceship.Cockpit.PilotSeat
return ecs_fini(ecs);
}