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160 lines
4.4 KiB
Markdown
160 lines
4.4 KiB
Markdown
# ecs.hpp
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> C++17 Entity Component System
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[![linux][badge.linux]][linux]
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[![darwin][badge.darwin]][darwin]
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[![windows][badge.windows]][windows]
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[![language][badge.language]][language]
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[![license][badge.license]][license]
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[badge.darwin]: https://img.shields.io/github/actions/workflow/status/BlackMATov/ecs.hpp/.github/workflows/darwin.yml?label=Xcode&logo=xcode
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[badge.linux]: https://img.shields.io/github/actions/workflow/status/BlackMATov/ecs.hpp/.github/workflows/linux.yml?label=GCC%2FClang&logo=linux
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[badge.windows]: https://img.shields.io/github/actions/workflow/status/BlackMATov/ecs.hpp/.github/workflows/windows.yml?label=Visual%20Studio&logo=visual-studio
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[badge.language]: https://img.shields.io/badge/language-C%2B%2B17-yellow
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[badge.license]: https://img.shields.io/badge/license-MIT-blue
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[darwin]: https://github.com/BlackMATov/ecs.hpp/actions?query=workflow%3Adarwin
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[linux]: https://github.com/BlackMATov/ecs.hpp/actions?query=workflow%3Alinux
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[windows]: https://github.com/BlackMATov/ecs.hpp/actions?query=workflow%3Awindows
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[language]: https://en.wikipedia.org/wiki/C%2B%2B17
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[license]: https://en.wikipedia.org/wiki/MIT_License
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[ecs]: https://github.com/BlackMATov/ecs.hpp
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## Requirements
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- [clang](https://clang.llvm.org/) **>= 7**
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- [gcc](https://www.gnu.org/software/gcc/) **>= 7**
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- [msvc](https://visualstudio.microsoft.com/) **>= 2019**
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- [xcode](https://developer.apple.com/xcode/) **>= 10.3**
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## Installation
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[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:
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```cpp
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#include "ecs.hpp/ecs.hpp"
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```
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Also, you can add the root repository directory to your [cmake](https://cmake.org) project:
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```cmake
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add_subdirectory(external/ecs.hpp)
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target_link_libraries(your_project_target PUBLIC ecs.hpp::ecs.hpp)
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```
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## Basic usage
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```cpp
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#include <ecs.hpp/ecs.hpp>
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namespace ecs = ecs_hpp;
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// events
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struct update_event {
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float dt{};
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};
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struct render_event {
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std::string camera;
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};
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// components
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struct movable {};
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struct disabled {};
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struct sprite {
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std::string name;
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};
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struct position {
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float x{};
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float y{};
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};
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struct velocity {
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float x{};
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float y{};
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};
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// systems
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class gravity_system : public ecs::system<update_event> {
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public:
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gravity_system(float gravity)
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: gravity_(gravity) {}
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void process(ecs::registry& world, const update_event& evt) override {
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world.for_each_component<velocity>(
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[this, &evt](ecs::entity, velocity& vel) {
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vel.x += gravity_ * evt.dt;
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vel.y += gravity_ * evt.dt;
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}, ecs::exists<movable>{} && !ecs::exists<disabled>{});
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}
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private:
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float gravity_{};
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};
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class movement_system : public ecs::system<update_event> {
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public:
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void process(ecs::registry& world, const update_event& evt) override {
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world.for_joined_components<position, velocity>(
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[&evt](ecs::entity, position& pos, const velocity& vel) {
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pos.x += vel.x * evt.dt;
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pos.y += vel.y * evt.dt;
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}, ecs::exists<movable>{} && !ecs::exists<disabled>{});
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}
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};
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class render_system : public ecs::system<render_event> {
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public:
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void process(ecs::registry& world, const render_event& evt) override {
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world.for_joined_components<sprite, position>(
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[&evt](ecs::entity, const sprite& s, const position& p) {
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std::cout << "Render sprite:" << std::endl;
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std::cout << "--> pos: " << p.x << "," << p.y << std::endl;
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std::cout << "--> sprite: " << s.name << std::endl;
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std::cout << "--> camera: " << evt.camera << std::endl;
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}, !ecs::exists<disabled>{});
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}
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};
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// world
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ecs::registry world;
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struct physics_feature {};
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world.assign_feature<physics_feature>()
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.add_system<movement_system>()
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.add_system<gravity_system>(9.8f);
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struct rendering_feature {};
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world.assign_feature<rendering_feature>()
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.add_system<render_system>();
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// entities
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auto entity_one = world.create_entity();
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ecs::entity_filler(entity_one)
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.component<movable>()
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.component<sprite>("ship")
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.component<position>(4.f, 2.f)
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.component<velocity>(10.f, 20.f);
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auto entity_two = world.create_entity();
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ecs::entity_filler(entity_two)
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.component<movable>()
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.component<sprite>("player")
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.component<position>(4.f, 2.f)
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.component<velocity>(10.f, 20.f);
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// processing
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world.process_event(update_event{0.1f});
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world.process_event(render_event{"main"});
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```
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## [License (MIT)](./LICENSE.md)
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