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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.bake_cache
.DS_Store
.vscode
gcov
bin

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#ifndef SETTING_VARIABLES_H
#define SETTING_VARIABLES_H
/* This generated file contains includes for project dependencies */
#include "setting_variables/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 SETTING_VARIABLES_BAKE_CONFIG_H
#define SETTING_VARIABLES_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "setting_variables",
"type": "application",
"value": {
"use": [
"flecs"
]
}
}

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#include <setting_variables.h>
#include <stdio.h>
// This example extends the component_inheritance example, and shows how
// we can use a single rule to match units from different players and platoons
// by setting query variables before we iterate.
//
// The units in this example belong to a platoon, with the platoons belonging
// to a player.
static const int PlayerCount = 100;
static const int PlatoonsPerPlayer = 3;
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
// Unit datamodel - see component_inheritance example
ECS_TAG(ecs, Unit);
ECS_ENTITY(ecs, CombatUnit, (IsA, Unit));
ECS_ENTITY(ecs, MeleeUnit, (IsA, CombatUnit));
ECS_ENTITY(ecs, RangedUnit, (IsA, CombatUnit));
ECS_ENTITY(ecs, Warrior, (IsA, MeleeUnit));
ECS_ENTITY(ecs, Wizard, (IsA, RangedUnit));
ECS_ENTITY(ecs, Marksman, (IsA, RangedUnit));
ECS_ENTITY(ecs, Builder, (IsA, Unit));
// Player/Platoon tags
ECS_TAG(ecs, Player);
ECS_TAG(ecs, Platoon);
// Populate store with players and platoons
for (int p = 0; p < PlayerCount; p ++) {
ecs_entity_t player;
// Give first player a name so we can look it up later
if (p == 0) {
player = ecs_new_entity(ecs, "MyPlayer");
} else {
player = ecs_new_id(ecs);
}
// Add player tag so we can query for all players if we want to
ecs_add(ecs, player, Player);
for (int pl = 0; pl < PlatoonsPerPlayer; pl ++) {
ecs_entity_t platoon = ecs_new_w_pair(ecs, Player, player);
// Add platoon tag so we can query for all platoons if we want to
ecs_add(ecs, platoon, Platoon);
// Add warriors, wizards and marksmen to the platoon
ecs_entity_t warrior = ecs_new(ecs, Warrior);
ecs_add_pair(ecs, warrior, Platoon, platoon);
ecs_entity_t marksman = ecs_new(ecs, Marksman);
ecs_add_pair(ecs, marksman, Platoon, platoon);
ecs_entity_t wizard = ecs_new(ecs, Wizard);
ecs_add_pair(ecs, wizard, Platoon, platoon);
}
}
// Create a rule to find all RangedUnits for a platoon/player. The
// equivalent query in the query DSL would look like this:
// (Platoon, $Platoon), Player($Platoon, $Player)
//
// The way to read how this query is evaluated is:
// - find all entities with (Platoon, *), store * in _Platoon
// - check if _Platoon has (Player, *), store * in _Player
ecs_rule_t *r = ecs_rule(ecs, {
.terms = {
{ .first.id = RangedUnit },
{
.first.id = Platoon,
.second = { .name = "Platoon", .flags = EcsIsVariable },
},
{
.first.id = Player,
.src = { .name = "Platoon", .flags = EcsIsVariable },
.second = { .name = "Player", .flags = EcsIsVariable },
}
}
});
// If we would iterate this rule it would return all ranged units for all
// platoons & for all players. We can limit the results to just a single
// platoon or a single player setting a variable beforehand. In this example
// we'll just find all platoons & ranged units for a single player.
int player_var = ecs_rule_find_var(r, "Player");
int platoon_var = ecs_rule_find_var(r, "Platoon");
// Iterate rule, limit the results to units of MyPlayer
ecs_iter_t it = ecs_rule_iter(ecs, r);
ecs_iter_set_var(&it, player_var, ecs_lookup(ecs, "MyPlayer"));
while (ecs_rule_next(&it)) {
ecs_entity_t player = ecs_iter_get_var(&it, player_var);
ecs_entity_t platoon = ecs_iter_get_var(&it, platoon_var);
char *platoon_str = ecs_get_fullpath(ecs, platoon);
char *class_str = ecs_id_str(ecs, ecs_field_id(&it, 1));
for (int i = 0; i < it.count; i ++) {
char *unit_str = ecs_get_fullpath(ecs, it.entities[i]);
printf("Unit %s of class %s in platoon %s for player %s\n",
unit_str, class_str, platoon_str,
ecs_get_name(ecs, player));
ecs_os_free(unit_str);
}
ecs_os_free(class_str);
ecs_os_free(platoon_str);
}
ecs_rule_fini(r);
// Output
// Unit 513 of class Wizard in platoon 510 for player MyPlayer
// Unit 517 of class Wizard in platoon 514 for player MyPlayer
// Unit 521 of class Wizard in platoon 518 for player MyPlayer
// Unit 512 of class Marksman in platoon 510 for player MyPlayer
// Unit 516 of class Marksman in platoon 514 for player MyPlayer
// Unit 520 of class Marksman in platoon 518 for player MyPlayer
return ecs_fini(ecs);
}