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

View File

@@ -0,0 +1,16 @@
#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

View File

@@ -0,0 +1,24 @@
/*
)
(.)
.|.
| |
_.--| |--._
.-'; ;`-'& ; `&.
\ & ; & &_/
|"""---...---"""|
\ | | | | | | | /
`---.|.|.|.---'
* 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

View File

@@ -0,0 +1,11 @@
{
"id": "union",
"type": "application",
"value": {
"use": [
"flecs"
],
"language": "c++",
"public": false
}
}

View File

@@ -0,0 +1,83 @@
#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;
}