# ecs.hpp [![travis][badge.travis]][travis] [![appveyor][badge.appveyor]][appveyor] [![codecov][badge.codecov]][codecov] [![language][badge.language]][language] [![license][badge.license]][license] [![paypal][badge.paypal]][paypal] [badge.travis]: https://img.shields.io/travis/BlackMATov/ecs.hpp/master.svg?logo=travis [badge.appveyor]: https://img.shields.io/appveyor/ci/BlackMATov/ecs-hpp/master.svg?logo=appveyor [badge.codecov]: https://img.shields.io/codecov/c/github/BlackMATov/ecs.hpp/master.svg?logo=codecov [badge.language]: https://img.shields.io/badge/language-C%2B%2B17-yellow.svg [badge.license]: https://img.shields.io/badge/license-MIT-blue.svg [badge.paypal]: https://img.shields.io/badge/donate-PayPal-orange.svg?logo=paypal&colorA=00457C [travis]: https://travis-ci.org/BlackMATov/ecs.hpp [appveyor]: https://ci.appveyor.com/project/BlackMATov/ecs-hpp [codecov]: https://codecov.io/gh/BlackMATov/ecs.hpp [language]: https://en.wikipedia.org/wiki/C%2B%2B17 [license]: https://en.wikipedia.org/wiki/MIT_License [paypal]: https://www.paypal.me/matov [ecs]: https://github.com/BlackMATov/ecs.hpp ## Installation [ecs.hpp][ecs] is a header-only library. All you need to do is copy the headers files from `headers` directory into your project and include them: ```cpp #include "ecs.hpp/ecs.hpp" ``` Also, you can add the root repository directory to your [cmake](https://cmake.org) project: ```cmake add_subdirectory(external/ecs.hpp) target_link_libraries(your_project_target ecs.hpp) ``` ## Basic usage ```cpp #include namespace ecs = ecs_hpp; // events struct update_event { float dt{}; }; struct render_event { std::string camera; }; // components struct movable {}; struct disabled {}; struct sprite { std::string name; }; struct position { float x{}; float y{}; }; struct velocity { float x{}; float y{}; }; // systems class gravity_system : public ecs::system { public: gravity_system(float gravity) : gravity_(gravity) {} void process(ecs::registry& world, const update_event& evt) override { world.for_each_component( [this, &evt](ecs::entity, velocity& vel) { vel.x += gravity_ * evt.dt; vel.y += gravity_ * evt.dt; }, ecs::exists{} && !ecs::exists{}); } private: float gravity_{}; }; class movement_system : public ecs::system { public: void process(ecs::registry& world, const update_event& evt) override { world.for_joined_components( [&evt](ecs::entity, position& pos, const velocity& vel) { pos.x += vel.x * evt.dt; pos.y += vel.y * evt.dt; }, ecs::exists{} && !ecs::exists{}); } }; class render_system : public ecs::system { public: void process(ecs::registry& world, const render_event& evt) override { world.for_joined_components( [&evt](ecs::entity, const sprite& s, const position& p) { std::cout << "Render sprite:" << std::endl; std::cout << "--> pos: " << p.x << "," << p.y << std::endl; std::cout << "--> sprite: " << s.name << std::endl; std::cout << "--> camera: " << evt.camera << std::endl; }, !ecs::exists{}); } }; // world ecs::registry world; struct physics_feature {}; world.assign_feature() .add_system() .add_system(9.8f); struct rendering_feature {}; world.assign_feature() .add_system(); // entities auto entity_one = world.create_entity(); ecs::entity_filler(entity_one) .component() .component("ship") .component(4.f, 2.f) .component(10.f, 20.f); auto entity_two = world.create_entity(); ecs::entity_filler(entity_two) .component() .component("player") .component(4.f, 2.f) .component(10.f, 20.f); // processing world.process_event(update_event{0.1f}); world.process_event(render_event{"main"}); ``` ## API > coming soon! ## [License (MIT)](./LICENSE.md)