Created basic ecs that has an optional lua module
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138
test/src/main.cpp
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138
test/src/main.cpp
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#include "ecs-lua.h"
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#include <iostream>
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struct Position : ecs::Component {
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Position(float x, float y) : _x(x), _y(y) {}
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float _x;
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float _y;
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};
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struct Velocity : ecs::Component{
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Velocity(float vx, float vy) : _vx(vx), _vy(vy) {}
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float _vx;
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float _vy;
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};
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int main() {
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sol::state lua;
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lua.open_libraries(sol::lib::base);
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ecs::lua::init(lua);
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ecs::lua::register_component<Position, float, float>(lua,
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"x", &Position::_x,
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"y", &Position::_y
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);
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ecs::lua::register_component<Velocity, float, float>(lua,
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"vx", &Velocity::_vx,
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"vy", &Velocity::_vy
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);
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// This manages all our entities
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ecs::Manager manager;
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lua.set_function("get_manager", [&manager] () -> ecs::Manager& {
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return manager;
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});
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lua.script(R"lua(
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manager = get_manager()
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ent = manager:create_entity()
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-- In the future we will be able to also write components in lua
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-- @todo Figure out how get_component will work in this case
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ent:add_component("Position", Position.new(1.9, 9.7))
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ent:add_component("Velocity", Velocity.new(0.2, 0.3))
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random = {
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a = 10,
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b = 11,
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c = function(s)
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print("Hello " .. s .. "!")
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end
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}
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ent:add_component("Random", LuaWrapper.new(random))
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print(ent:has_components("Position", "Velocity"))
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pos = ent:get_component("Position")
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print("x: " .. pos.x)
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print("y: " .. pos.y)
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vel = ent:get_component("Velocity")
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print("v_x: " .. vel.vx)
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print("v_y: " .. vel.vy)
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print("View test")
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view = manager:view("Position", "Velocity")
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view:for_each(function(ent)
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pos = ent:get_component("Position")
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vel = ent:get_component("Velocity")
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pos.x = pos.x + vel.vx
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pos.y = pos.y + vel.vy
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print("x: " .. pos.x)
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print("y: " .. pos.y)
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print("v_x: " .. vel.vx)
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print("v_y: " .. vel.vy)
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end)
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manager:view("Random"):for_each(function(ent)
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wrapped = ent:get_component("Random").object
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print(wrapped.a)
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wrapped.a = 11
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print(wrapped.a)
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print(random.a)
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random.a = 20
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print(wrapped.a)
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print(random.a)
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random.c("you")
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end)
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)lua");
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// for (int i = 0; i < 10; ++i) {
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// // We can create entities
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// Entity* entity = manager.create_entity();
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// // Then we can add components to them
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// entity->add_component<Position>(0.0f, 0.0f);
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// if (i % 2 == 0) {
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// entity->add_component<Velocity>(0.1f, 0.2f);
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// }
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//
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// // We can check for components by name
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// if (entity->has_components<Velocity>()) {
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// std::cout << "YES\n";
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// } else {
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// std::cout << "NO\n";
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// }
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// }
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std::cout << "Update position\n";
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manager.view<Position, Velocity>().for_each([](ecs::Entity*, Position* pos, Velocity* vel) {
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pos->_x += vel->_vx;
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pos->_y += vel->_vy;
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});
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std::cout << "Show position!\n";
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manager.view<Position>().for_each([](ecs::Entity*, Position* pos) {
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std::cout << "X: " << pos->_x << '\n';
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std::cout << "Y: " << pos->_y << '\n';
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});
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manager.view({"Random"}).for_each([](ecs::Entity* entity) {
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sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component("Random"))->_object;
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random["a"] = 21;
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std::cout << random["a"].get<std::string>() << '\n';
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});
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manager.view({"Random"}).for_each([](ecs::Entity* entity) {
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sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component("Random"))->_object;
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std::cout << random["a"].get<std::string>() << '\n';
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});
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}
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