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 BASICS_H
#define BASICS_H
/* This generated file contains includes for project dependencies */
#include "basics/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 BASICS_BAKE_CONFIG_H
#define BASICS_BAKE_CONFIG_H
/* Headers of public dependencies */
#include <flecs.h>
#endif

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{
"id": "basics",
"type": "application",
"value": {
"author": "Jane Doe",
"description": "A simple hello world flecs application",
"use": [
"flecs"
],
"language": "c++"
}
}

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#include <basics.h>
#include <iostream>
// Type used for Eats relationship
struct Eats { };
int main(int, char*[]) {
flecs::world ecs;
// Entity used for Grows relationship
flecs::entity grows = ecs.entity("Grows");
// Relationship objects
flecs::entity apples = ecs.entity("Apples");
flecs::entity pears = ecs.entity("Pears");
// Create an entity with 3 relationships. Relationships are like regular components,
// but combine two types/identifiers into an (relationship, object) pair.
flecs::entity bob = ecs.entity("Bob")
// Pairs can be constructed from a type and entity
.add<Eats>(apples)
.add<Eats>(pears)
// Pairs can also be constructed from two entity ids
.add(grows, pears);
// Has can be used with relationships as well
std::cout << "Bob eats apples? " << bob.has<Eats>(apples) << "\n";
// Wildcards can be used to match relationships
std::cout << "Bob grows food? " << bob.has(grows, flecs::Wildcard) << "\n";
// Print the type of the entity. Should output:
// (Identifier,Name),(Eats,Apples),(Eats,Pears),(Grows,Pears)
std::cout << "Bob's type: [" << bob.type().str() << "]\n";
// Relationships can be iterated for an entity. This iterates (Eats, *):
bob.each<Eats>([](flecs::entity second) {
std::cout << "Bob eats " << second.name() << "\n";
});
// Iterate by explicitly providing the pair. This iterates (*, Pears):
bob.each(flecs::Wildcard, pears, [](flecs::id id) {
std::cout << "Bob " << id.first().name() << " pears\n";
});
// Get first target of relationship
std::cout << "Bob eats " << bob.target<Eats>().name() << "\n";
// Get second target of relationship
std::cout << "Bob also eats " << bob.target<Eats>(1).name() << "\n";
}

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

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{
"id": "enum_relations",
"type": "application",
"value": {
"use": [
"flecs"
],
"language": "c++",
"public": false
}
}

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#include <enum_relations.h>
#include <stdio.h>
// When an enumeration constant is added to an entity, it is added as a relationship
// pair where the relationship is the enum type, and the target is the constant. For
// example, this statement:
// e.add(Color::Red)
//
// adds this relationship:
// (Color, Color::Red)
//
// Enums are registered as exclusive relationships, which means that adding an
// enum constant will replace the previous constant for that enumeration:
// e.add(Color::Green)
//
// will replace Color::Red with Color::Green
// Regular enumerations are supported
enum Tile {
Grass,
Sand,
Stone
};
// Enum classes are supported
enum class TileStatus {
Free,
Occupied,
};
int main(int, char *[]) {
flecs::world ecs;
// Create an entity with (Tile, Stone) and (TileStatus, Free) relationships
flecs::entity tile = ecs.entity()
.add(Tile::Stone)
.add(TileStatus::Free);
// (Tile, Tile.Stone), (TileStatus, TileStatus.Free)
printf("%s\n", tile.type().str().c_str());
// Replace (TileStatus, Free) with (TileStatus, Occupied)
tile.add(TileStatus::Occupied);
// (Tile, Tile.Stone), (TileStatus, TileStatus.Occupied)
printf("%s\n", tile.type().str().c_str());
// Check if the entity has the Tile relationship and the Tile::Stone pair
printf("%s\n", tile.has<Tile>() ? "true" : "false"); // true
printf("%s\n", tile.has(Tile::Stone) ? "true" : "false"); // true
// Get the current value of the enum
const Tile* v = tile.get<Tile>();
printf("%s\n", (v[0] == Tile::Stone) ? "true" : "false"); // true
// Create a few more entities that we can query
ecs.entity().add(Tile::Grass).add(TileStatus::Free);
ecs.entity().add(Tile::Sand).add(TileStatus::Occupied);
// Iterate all entities with a Tile relationship
ecs.filter_builder()
.with<Tile>(flecs::Wildcard)
.build()
.each([&](flecs::iter& it, size_t) {
flecs::entity tile_constant = it.pair(1).second();
printf("%s\n", tile_constant.path().c_str());
});
// Outputs:
// ::Tile::Stone
// ::Tile::Grass
// ::Tile::Sand
// Iterate only occupied tiles
ecs.filter_builder()
.with<Tile>(flecs::Wildcard)
.with(TileStatus::Occupied)
.build()
.each([&](flecs::iter& it, size_t) {
flecs::entity tile_constant = it.pair(1).second();
printf("%s\n", tile_constant.path().c_str());
});
// Outputs:
// ::Tile::Stone
// ::Tile::Sand
// Remove any instance of the TileStatus relationship
tile.remove<TileStatus>();
}

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

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{
"id": "exclusive_relations",
"type": "application",
"value": {
"use": [
"flecs"
],
"public": false,
"language": "c++"
}
}

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#include <exclusive_relations.h>
#include <iostream>
// Type for Platoon relationship
struct Platoon { };
int main(int, char*[]) {
flecs::world ecs;
// Register Platoon as exclusive relationship. This ensures that an entity
// can only belong to a single Platoon.
ecs.component<Platoon>()
.add(flecs::Exclusive);
// Create two platoons
flecs::entity platoon_1 = ecs.entity();
flecs::entity platoon_2 = ecs.entity();
// Create a unit
flecs::entity unit = ecs.entity();
// Add unit to platoon 1
unit.add<Platoon>(platoon_1);
// Log platoon of unit
std::cout << "Unit in platoon 1: " <<
(unit.has<Platoon>(platoon_1) ? "true" : "false") << "\n";
std::cout << "Unit in platoon 2: " <<
(unit.has<Platoon>(platoon_2) ? "true" : "false") << "\n\n";
// Add unit to platoon 2. Because Platoon is an exclusive relationship, this
// both removes (Platoon, platoon_1) and adds (Platoon, platoon_2) in a
// single operation.
unit.add<Platoon>(platoon_2);
std::cout << "Unit in platoon 1: " <<
(unit.has<Platoon>(platoon_1) ? "true" : "false") << "\n";
std::cout << "Unit in platoon 2: " <<
(unit.has<Platoon>(platoon_2) ? "true" : "false") << "\n";
// Output:
// Unit in platoon 1: true
// Unit in platoon 2: false
//
// Unit in platoon 1: false
// Unit in platoon 2: true
}

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

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{
"id": "relation_component",
"type": "application",
"value": {
"use": [
"flecs"
],
"language": "c++",
"public": false
}
}

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#include <relation_component.h>
#include <iostream>
// This example shows how relationships can be combined with components to attach
// data to a relationship.
// Some demo components:
struct Requires {
double amount;
};
struct Gigawatts { };
struct Expires {
double timeout;
};
struct Position {
double x;
double y;
};
struct MustHave { };
int main(int, char*[]) {
flecs::world ecs;
// When one element of a pair is a component and the other element is a tag,
// the pair assumes the type of the component.
flecs::entity e1 = ecs.entity().set<Requires, Gigawatts>({1.21});
const Requires *r = e1.get<Requires, Gigawatts>();
std::cout << "requires: " << r->amount << std::endl;
// The component can be either the first or second part of a pair:
flecs::entity e2 = ecs.entity().set<Gigawatts, Requires>({1.21});
r = e2.get<Gigawatts, Requires>();
std::cout << "requires: " << r->amount << std::endl;
// Note that <Requires, Gigawatts> and <Gigawatts, Requires> are two
// different pairs, and can be added to an entity at the same time.
// If both parts of a pair are components, the pair assumes the type of
// the first element:
flecs::entity e3 = ecs.entity().set<Expires, Position>({0.5});
const Expires *e = e3.get<Expires, Position>();
std::cout << "expires: " << e->timeout << std::endl;
// You can prevent a pair from assuming the type of a component by adding
// the Tag property to a relationship:
ecs.component<MustHave>().add(flecs::Tag);
// Even though Position is a component, <MustHave, Position> contains no
// data because MustHave has the Tag property.
ecs.entity().add<MustHave, Position>();
// The id::type_id method can be used to find the component type for a pair:
std::cout << ecs.pair<Requires, Gigawatts>().type_id().path() << "\n";
std::cout << ecs.pair<Gigawatts, Requires>().type_id().path() << "\n";
std::cout << ecs.pair<Expires, Position>().type_id().path() << "\n";
std::cout << ecs.pair<MustHave, Position>().type_id().path() << "\n";
// When querying for a relationship component, add the pair type as template
// argument to the builder:
flecs::query<Requires> q = ecs.query_builder<Requires>()
.term_at(1).second<Gigawatts>() // set second part of pair for first term
.build();
// When iterating, always use the pair type:
q.each([](Requires& rq) {
std::cout << "requires " << rq.amount << " gigawatts\n";
});
// Output:
// requires: 1.21
// requires: 1.21
// expires: 0.5
// ::Requires
// ::Requires
// ::Expires
// 0
// requires 1.21 gigawatts
}

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

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{
"id": "symmetric_relations",
"type": "application",
"value": {
"use": [
"flecs"
],
"public": false,
"language": "c++"
}
}

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#include <symmetric_relations.h>
#include <iostream>
// Type for TradesWith relationship
struct TradesWith { };
int main(int, char*[]) {
flecs::world ecs;
// Register TradesWith as symmetric relationship. Symmetric relationships
// go both ways, adding (R, B) to A will also add (R, A) to B.
ecs.component<TradesWith>()
.add(flecs::Symmetric);
// Create two players
flecs::entity player_1 = ecs.entity();
flecs::entity player_2 = ecs.entity();
// Add (TradesWith, player_2) to player_1. This also adds
// (TradesWith, player_1) to player_2.
player_1.add<TradesWith>(player_2);
// Log platoon of unit
std::cout << "Player 1 trades with Player 2: " <<
(player_1.has<TradesWith>(player_2) ? "true" : "false") << "\n";
std::cout << "Player 2 trades with Player 1: " <<
(player_2.has<TradesWith>(player_1) ? "true" : "false") << "\n";
// Output:
// Player 1 trades with Player 2: true
// Player 2 trades with Player 1: true
}

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

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{
"id": "union",
"type": "application",
"value": {
"use": [
"flecs"
],
"language": "c++",
"public": false
}
}

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#include <union.h>
#include <iostream>
// This example shows how to use union relationships. Union relationships behave
// much like exclusive relationships in that entities can have only one instance
// and that adding an instance removes the previous instance.
//
// What makes union relationships stand out is that changing the relationship
// target doesn't change the archetype of an entity. This allows for quick
// switching of tags, which can be useful when encoding state machines in ECS.
//
// There is a tradeoff, and that is that because a single archetype can contain
// entities with multiple targets, queries need to do a bit of extra work to
// only return the requested target.
//
// This code uses enumeration relationships. See the enum_relations example for
// more details.
enum Movement {
Walking,
Running
};
enum Direction {
Front,
Back,
Left,
Right
};
int main(int argc, char *argv[]) {
flecs::world ecs(argc, argv);
ecs.component<Movement>().add(flecs::Union);
ecs.component<Direction>().add(flecs::Union);
// Create a query that subscribes for all entities that have a Direction
// and that are walking
flecs::query<> q = ecs.query_builder()
.with(Walking)
.with<Direction>(flecs::Wildcard)
.build();
// Create a few entities with various state combinations
ecs.entity("e1")
.add(Walking)
.add(Front);
ecs.entity("e2")
.add(Running)
.add(Left);
flecs::entity e3 = ecs.entity("e3")
.add(Running)
.add(Back);
// Add Walking to e3. This will remove the Running case
e3.add(Walking);
// Iterate the query
q.iter([&](const flecs::iter& it) {
// Get the column with direction states. This is stored as an array
// with identifiers to the individual states
auto movement = it.field<flecs::entity_t>(1);
auto direction = it.field<flecs::entity_t>(2);
for (auto i : it) {
// Movement will always be Walking, Direction can be any state
std::cout << it.entity(i).name()
<< ": Movement: "
<< it.world().get_alive(movement[i]).name()
<< ", Direction: "
<< it.world().get_alive(direction[i]).name()
<< std::endl;
}
});
// Output:
// e3: Movement: Walking, Direction: Back
// e1: Movement: Walking, Direction: Front
return 0;
}