Files
PixelDefense/engine/libs/flecs/examples/c/prefabs/override/src/main.c

79 lines
3.0 KiB
C

#include <override.h>
#include <stdio.h>
// Overriding makes it possible for a prefab instance to obtain a private copy
// of an inherited component. To override a component the regular add operation
// is used. The overridden component will be initialized with the value of the
// inherited component.
//
// In some cases a prefab instance should always have a private copy of an
// inherited component. This can be achieved with an auto override which can be
// added to a prefab. Components with an auto override are automatically
// overridden when the prefab is instantiated.
typedef struct {
double value;
} Attack, Defense, Damage;
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
ECS_COMPONENT(ecs, Attack);
ECS_COMPONENT(ecs, Defense);
ECS_COMPONENT(ecs, Damage);
ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
// Attack and Defense are properties that can be shared across many
// spaceships. This saves memory, and speeds up prefab creation as we don't
// have to copy the values of Attack and Defense to private components.
ecs_set(ecs, SpaceShip, Attack, { 75 });
ecs_set(ecs, SpaceShip, Defense, { 100 });
// Damage is a property that is private to a spaceship, so add an auto
// override for it. This ensures that each prefab instance will have a
// private copy of the component.
ecs_set(ecs, SpaceShip, Damage, { 0 });
ecs_override(ecs, SpaceShip, Damage);
// Create a prefab instance.
ecs_entity_t inst = ecs_new_entity(ecs, "my_instance");
ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
// The entity will now have a private copy of the Damage component, but not
// of the Attack and Defense components. We can see this when we look at the
// type of the instance:
char *type = ecs_type_str(ecs, ecs_get_type(ecs, inst));
printf("instance type = [%s]\n", type);
ecs_os_free(type);
// Even though Attack was not automatically overridden, we can always
// override it manually afterwards by adding it:
ecs_add(ecs, inst, Attack);
// The Attack component now shows up in the entity type:
type = ecs_type_str(ecs, ecs_get_type(ecs, inst));
printf("instance type = [%s]\n", type);
ecs_os_free(type);
// We can get all components on the instance, regardless of whether they
// are overridden or not. Note that the overridden components (Attack and
// Damage) are initialized with the values from the prefab component:
const Attack *attack = ecs_get(ecs, inst, Attack);
const Defense *defense = ecs_get(ecs, inst, Defense);
const Damage *damage = ecs_get(ecs, inst, Damage);
printf("attack: %f\n", attack->value);
printf("defense: %f\n", defense->value);
printf("damage: %f\n", damage->value);
// Output:
// instance type = [Damage, (Identifier,Name), (IsA,SpaceShip)]
// instance type = [Attack, Damage, (Identifier,Name), (IsA,SpaceShip)]
// attack: 75.000000
// defense: 100.000000
// damage: 0.000000
return ecs_fini(ecs);
}