A few more little features like facts and the ability to store a system for later running.

main
Zed A. Shaw 2 months ago
parent cc4f83a1d1
commit 085777706e
  1. 57
      scratchpad/myecstest.cpp

@ -7,15 +7,6 @@
#include <any>
using namespace fmt;
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
typedef unsigned long Entity;
typedef std::unordered_map<Entity, std::any> EntityMap;
@ -23,6 +14,7 @@ typedef std::unordered_map<Entity, std::any> EntityMap;
struct World {
unsigned long entity_count = 0;
std::unordered_map<std::type_index, EntityMap> $components;
std::unordered_map<std::type_index, std::any> $facts;
Entity entity() {
return ++entity_count;
@ -33,6 +25,18 @@ struct World {
return $components[std::type_index(typeid(Comp))];
}
template <typename Comp>
void set(Comp val) {
$facts[std::type_index(typeid(Comp))] = val;
}
template <typename Comp>
Comp &get() {
// use .at to get std::out_of_range if fact not set
std::any &res = $facts.at(std::type_index(typeid(Comp)));
return std::any_cast<Comp&>(res);
}
template <typename Comp>
void assign(Entity ent, Comp val) {
EntityMap &map = entity_map_for<Comp>();
@ -42,7 +46,8 @@ struct World {
template <typename Comp>
Comp &component(Entity ent) {
EntityMap &map = entity_map_for<Comp>();
std::any &res = map[ent];
// use .at for bounds checking
std::any &res = map.at(ent);
return std::any_cast<Comp&>(res);
}
@ -74,6 +79,25 @@ struct World {
}
}
}
template<typename CompA, typename CompB>
std::function<void()> runner(std::function<void(const Entity&, CompA&, CompB&)> cb) {
return [&]{
system<CompA, CompB>(cb);
};
}
};
struct Position {
double x, y;
};
struct Velocity {
double x, y;
};
struct Gravity {
double level;
};
int main() {
@ -110,9 +134,13 @@ int main() {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
println("--- Creating facts (singletons)");
me.set<Gravity>({0.9});
println("--- Query only entities with Position and Velocity:");
me.system<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
Gravity &grav = me.get<Gravity>();
println("grav={}, entity={}, vel.x, vel.y, pos.x={}, pos.y={}", grav.level, ent, vel.x, vel.y, pos.x, pos.y);
});
// now remove Velocity
@ -123,5 +151,12 @@ int main() {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
println("--- Create a stored system you can save for later.");
auto movementSystem = me.runner<Position, Velocity>([&](const auto &ent, auto &pos, auto &vel) {
println("entity={}, vel.x, vel.y, pos.x={}, pos.y={}", ent, vel.x, vel.y, pos.x, pos.y);
});
movementSystem();
return 0;
}

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