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

73 lines
2.5 KiB
C

#include <basics.h>
#include <stdio.h>
// Prefabs are entities that can be used as templates for other entities. They
// are created with a builtin Prefab tag, which by default excludes them from
// queries and systems.
//
// Prefab instances are entities that have an IsA relationship to the prefab.
// The IsA relationship causes instances to inherit the components from the
// prefab. By default all instances for a prefab share its components.
//
// Inherited components save memory as they only need to be stored once for all
// prefab instances. They also speed up the creation of prefabs, as inherited
// components don't need to be copied to the instances.
//
// To get a private copy of a component, an instance can add it which is called
// an override. Overrides can be manual (by using add) or automatic (see the
// override example).
//
// If a prefab has children, adding the IsA relationship instantiates the prefab
// children for the instance (see hierarchy example).
typedef struct { double value; } Defense;
int main(int argc, char *argv[]) {
ecs_world_t *ecs = ecs_init_w_args(argc, argv);
ECS_COMPONENT(ecs, Defense);
// Create a SpaceShip prefab with a Defense component.
ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
ecs_set(ecs, SpaceShip, Defense, {50});
// Create a prefab instance
ecs_entity_t inst = ecs_new_entity(ecs, "my_spaceship");
ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
// Because of the IsA relationship, the instance now shares the Defense
// component with the prefab, and can be retrieved as a regular component:
const Defense *d_inst = ecs_get(ecs, inst, Defense);
printf("defense: %f\n", d_inst->value);
// Because the component is shared, changing the value on the prefab will
// also change the value for the instance:
ecs_set(ecs, SpaceShip, Defense, { 100 });
printf("defense after set: %f\n", d_inst->value); // now prints 100
// Prefab components can be iterated like regular components:
ecs_query_t *q = ecs_query(ecs, {
.filter.terms = {
{ .id = ecs_id(Defense) }
}
});
ecs_iter_t it = ecs_query_iter(ecs, q);
while (ecs_query_next(&it)) {
Defense *d = ecs_field(&it, Defense, 1);
for (int i = 0; i < it.count; i ++) {
printf("%s: defense: %f\n",
ecs_get_name(ecs, it.entities[i]), d[i].value);
}
}
// Output:
// defense: 50.000000
// defense after set: 100.000000
// my_spaceship: defense: 100.000000
return ecs_fini(ecs);
}