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 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"
],
"language": "c++",
"public": false
}
}

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#include <setting_variables.h>
#include <iostream>
// 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.
// Unit datamodel
struct Unit { };
struct CombatUnit : Unit { };
struct MeleeUnit : CombatUnit { };
struct RangedUnit : CombatUnit { };
struct Warrior : MeleeUnit { };
struct Wizard : RangedUnit { };
struct Marksman : RangedUnit { };
// Player/Platoon tags
struct Player { };
struct Platoon { };
static const int PlayerCount = 100;
static const int PlatoonsPerPlayer = 3;
int main(int, char *[]) {
flecs::world ecs;
// See component_inheritance example
ecs.component<CombatUnit>().is_a<Unit>();
ecs.component<MeleeUnit>().is_a<CombatUnit>();
ecs.component<RangedUnit>().is_a<CombatUnit>();
ecs.component<Warrior>().is_a<MeleeUnit>();
ecs.component<Wizard>().is_a<RangedUnit>();
ecs.component<Marksman>().is_a<RangedUnit>();
// Populate store with players and platoons
for (int p = 0; p < PlayerCount; p ++) {
flecs::entity player;
// Give first player a name so we can look it up later
if (p == 0) {
player = ecs.entity("MyPlayer");
} else {
player = ecs.entity();
}
// Add player tag so we can query for all players if we want to
player.add<Player>();
for (int pl = 0; pl < PlatoonsPerPlayer; pl ++) {
flecs::entity platoon = ecs.entity().add<Player>(player);
// Add platoon tag so we can query for all platoons if we want to
platoon.add<Platoon>();
// Add warriors, wizards and marksmen to the platoon
ecs.entity().add<Warrior>().add<Platoon>(platoon);
ecs.entity().add<Marksman>().add<Platoon>(platoon);
ecs.entity().add<Wizard>().add<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, $Player)
//
// The way to read how this query is evaluated is:
// - find all entities with (Platoon, *), store * in _Platoon
// - check if _Platoon has (Player, *), store * in _Player
flecs::rule<RangedUnit> r = ecs.rule_builder<RangedUnit>()
.with<Platoon>().second("$Platoon")
.with<Player>("$Player").src("$Platoon")
.build();
// 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 = r.find_var("Player");
int platoon_var = r.find_var("Platoon");
// Iterate rule, limit the results to units of MyPlayer
r.iter().set_var(player_var, ecs.lookup("MyPlayer"))
.each([&](flecs::iter& it, size_t index, RangedUnit) {
flecs::entity unit = it.entity(index);
std::cout << "Unit " << unit.path() << " of class "
<< it.id(1).str() << " in platoon "
<< it.get_var(platoon_var).path() << " for player "
<< it.get_var(player_var).path() << "\n";
});
r.destruct();
// Output:
// Unit ::499 of class Wizard in platoon ::496 for player ::MyPlayer
// Unit ::503 of class Wizard in platoon ::500 for player ::MyPlayer
// Unit ::507 of class Wizard in platoon ::504 for player ::MyPlayer
// Unit ::498 of class Marksman in platoon ::496 for player ::MyPlayer
// Unit ::502 of class Marksman in platoon ::500 for player ::MyPlayer
// Unit ::506 of class Marksman in platoon ::504 for player ::MyPlayer
// Try removing the set_var call, this will cause the iterator to return
// all units in all platoons for all players.
}