#include "components.h" #include "unit_ai.h" #include "unit_actions.h" ECS_TAG_DECLARE(GameEntity); ECS_COMPONENT_DECLARE(Resource); ECS_COMPONENT_DECLARE(Owner); ECS_COMPONENT_DECLARE(SpatialGridID); ECS_COMPONENT_DECLARE(Position); ECS_COMPONENT_DECLARE(Size); ECS_COMPONENT_DECLARE(Velocity); ECS_COMPONENT_DECLARE(Rotation); ECS_COMPONENT_DECLARE(Orientation); ECS_COMPONENT_DECLARE(Steering); ECS_COMPONENT_DECLARE(TargetPosition); ECS_COMPONENT_DECLARE(Path); ECS_COMPONENT_DECLARE(TextureRegion); ECS_COMPONENT_DECLARE(Animation); ECS_COMPONENT_DECLARE(Easing); ECS_COMPONENT_DECLARE(Arms); ECS_COMPONENT_DECLARE(Arm); ECS_COMPONENT_DECLARE(UnitAI); ECS_COMPONENT_DECLARE(UnitAction); ECS_TAG_DECLARE(Selectable); ECS_TAG_DECLARE(Selected); ECS_COMPONENT_DECLARE(Worker); ECS_COMPONENT_DECLARE(Unit); ECS_TAG_DECLARE(Storage); ECS_TAG_DECLARE(Harvestable); ECS_TAG_DECLARE(Buildable); ECS_TAG_DECLARE(Workable); ECS_TAG_DECLARE(Attackable); void initComponentIDs(ecs_world_t *ecs) { ECS_TAG_DEFINE(ecs, GameEntity); ECS_COMPONENT_DEFINE(ecs, Resource); ECS_COMPONENT_DEFINE(ecs, Owner); ECS_COMPONENT_DEFINE(ecs, SpatialGridID); ECS_COMPONENT_DEFINE(ecs, Position); ECS_COMPONENT_DEFINE(ecs, Size); ECS_COMPONENT_DEFINE(ecs, Velocity); ECS_COMPONENT_DEFINE(ecs, Rotation); ECS_COMPONENT_DEFINE(ecs, Orientation); ECS_COMPONENT_DEFINE(ecs, Steering); ECS_COMPONENT_DEFINE(ecs, TargetPosition); ECS_COMPONENT_DEFINE(ecs, Path); ECS_COMPONENT_DEFINE(ecs, TextureRegion); ECS_COMPONENT_DEFINE(ecs, Animation); ECS_COMPONENT_DEFINE(ecs, Easing); ECS_COMPONENT_DEFINE(ecs, Arms); ECS_COMPONENT_DEFINE(ecs, Arm); ECS_COMPONENT_DEFINE(ecs, UnitAI); ECS_COMPONENT_DEFINE(ecs, UnitAction); ECS_TAG_DEFINE(ecs, Selectable); ECS_TAG_DEFINE(ecs, Selected); ECS_COMPONENT_DEFINE(ecs, Worker); ECS_COMPONENT_DEFINE(ecs, Unit); ECS_TAG_DEFINE(ecs, Storage); ECS_TAG_DEFINE(ecs, Harvestable); ECS_TAG_DEFINE(ecs, Buildable); ECS_TAG_DEFINE(ecs, Workable); ECS_TAG_DEFINE(ecs, Attackable); } #include void igTagCheckbox(const char *label, ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t tag) { bool hasTag = ecs_has_id(ecs, entity, tag); igCheckbox(label, &hasTag); if (hasTag) ecs_add_id(ecs, entity, tag); else ecs_remove_id(ecs, entity, tag); } void igResource(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { Resource *res = ecs_get_mut_id(ecs, entity, comp); const char *resStrings[RES_COUNT]; for (i32 i = 0; i < RES_COUNT; i++) { resStrings[i] = getResourceTypePrettyName(i); } int curType = res->type; igCombo_Str_arr("Type", &curType, resStrings, RES_COUNT, -1); res->type = curType; igInputInt("Amount", &res->amount, 1, 10, 0); } void igOwner(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { Owner *owner = ecs_get_mut_id(ecs, entity, comp); igInputInt("PlayerID", &owner->playerID, 0, 0, 0); } void igSpatialGridID(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { SpatialGridID *id = ecs_get_mut_id(ecs, entity, comp); igText("SpatialID", *id); } void igVec2(Vector2 *vec) { igInputFloat("X", &vec->x, 1.0f, 10.0f, "%.2f", 0); igInputFloat("Y", &vec->y, 1.0f, 10.0f, "%.2f", 0); } void igVec2Comp(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { Vector2 *vec = ecs_get_mut_id(ecs, entity, comp); igVec2(vec); } void igFloat(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { f32 *f = ecs_get_mut_id(ecs, entity, comp); igInputFloat("", f, 0.1f, 1.0f, "%.2f", 0); } void igPath(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { Path path = *(Path *) ecs_get_mut_id(ecs, entity, comp); i32 idx = 0; while (path.paths) { for (int32_t i = path.curWaypoint; i < path.paths->numWaypoints; i++) { igPushID_Int(idx); igText("Waypoint %d:", idx); igInputFloat("X", &path.paths->waypoints[i].x, 1, 16, "%.2f", 0); igInputFloat("Y", &path.paths->waypoints[i].y, 1, 16, "%.2f", 0); igPopID(); idx++; } path.paths = path.paths->next; path.curWaypoint = 0; } } void igRect(Rectangle *rect) { igInputFloat("X", &rect->x, 1, 16, "%.2f", 0); igInputFloat("Y", &rect->y, 1, 16, "%.2f", 0); igInputFloat("Width", &rect->width, 1, 16, "%.2f", 0); igInputFloat("Height", &rect->height, 1, 16, "%.2f", 0); } void igTextureRegion(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { TextureRegion *tex = ecs_get_mut_id(ecs, entity, comp); igText("Texture: %d", tex->texture.id); igRect(&tex->rec); bool flipX = tex->flipX; bool flipY = tex->flipY; igCheckbox("flipX", &flipX); igCheckbox("flipY", &flipY); tex->flipX = flipX; tex->flipY = flipY; } void igAnimation(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { //Animation *anim = ecs_get_mut_id(ecs, entity, comp); } void igEasing(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { Easing *easing = ecs_get_mut_id(ecs, entity, comp); igText("Component: %d, offset: %d", easing->compID, easing->offset); igText("x = %.2f + %.2f * (%.2f + (%.2f * %.2f) + %.2f) + %.2f", easing->start, easing->target, easing->easeStart, easing->easeTarget, easing->x, easing->easeOffset, easing->offset); } void igArms(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { } void igArm(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { } void igUnitAction(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { } void igUnitAI(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { } void igWorker(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { } void igUnit(ecs_world_t *ecs, ecs_entity_t entity, ecs_entity_t comp) { }