Serializer now has a nice register function

This commit is contained in:
2019-02-09 21:41:43 +00:00
parent a6e5deb502
commit 96ad0de01a
7 changed files with 323 additions and 245 deletions

View File

@@ -1,19 +1,23 @@
#include "ecs-lua.h"
#include "ecs-serial.h"
#include <iostream>
#include <fstream>
struct Position : ecs::Component {
Position(float x, float y) : _x(x), _y(y) {}
Position(float _x, float _y) : x(_x), y(_y) {}
Position() {}
float _x;
float _y;
float x;
float y;
};
struct Velocity : ecs::Component{
Velocity(float vx, float vy) : _vx(vx), _vy(vy) {}
struct Velocity : ecs::Component {
Velocity(float _x, float _y) : x(_x), y(_y) {}
Velocity() {}
float _vx;
float _vy;
float x;
float y;
};
int main() {
@@ -23,122 +27,205 @@ int main() {
ecs::lua::init(lua);
ecs::lua::register_component<Position, float, float>(lua,
"x", &Position::_x,
"y", &Position::_y
"x", &Position::x,
"y", &Position::y
);
ecs::serial::register_component<Position>(
&Position::x,
&Position::y
);
ecs::lua::register_component<Velocity, float, float>(lua,
"vx", &Velocity::_vx,
"vy", &Velocity::_vy
"x", &Velocity::x,
"y", &Velocity::y
);
ecs::serial::register_component<Velocity>(
&Velocity::x,
&Velocity::y
);
// This manages all our entities
ecs::Manager manager;
ecs::serial::register_component<ecs::lua::LuaWrapper>(
// @todo We need to create a read and write function for sol::object
// &ecs::lua::LuaWrapper::object
);
lua.set_function("get_manager", [&manager] () -> ecs::Manager& {
return manager;
});
{
// This manages all our entities
ecs::Manager manager;
lua.script(R"lua(
manager = get_manager()
ent = manager:create_entity()
-- In the future we will be able to also write components in lua
-- @todo Figure out how get_component will work in this case
ent:add_component("Position", Position.new(1.9, 9.7))
ent:add_component("Velocity", Velocity.new(0.2, 0.3))
random = {
a = 10,
b = 11,
c = function(s)
print("Hello " .. s .. "!")
end
}
ent:add_component("Random", LuaWrapper.new(random))
lua.set_function("get_manager", [&manager] () -> ecs::Manager& {
return manager;
});
print(ent:has_components("Position", "Velocity"))
pos = ent:get_component("Position")
print("x: " .. pos.x)
print("y: " .. pos.y)
vel = ent:get_component("Velocity")
print("v_x: " .. vel.vx)
print("v_y: " .. vel.vy)
lua.script(R"lua(
manager = get_manager()
ent = manager:create_entity()
-- In the future we will be able to also write components in lua
-- @todo Figure out how get_component will work in this case
ent:add_component("Position", Position.new(1.9, 9.7))
ent:add_component("Velocity", Velocity.new(0.2, 0.3))
random = {
a = 10,
b = 11,
c = function(s)
print("Hello " .. s .. "!")
end
}
ent:add_component("Random", LuaWrapper.new(random))
print("View test")
view = manager:view("Position", "Velocity")
view:for_each(function(ent)
print(ent:has_components("Position", "Velocity"))
pos = ent:get_component("Position")
vel = ent:get_component("Velocity")
pos.x = pos.x + vel.vx
pos.y = pos.y + vel.vy
print("x: " .. pos.x)
print("y: " .. pos.y)
vel = ent:get_component("Velocity")
print("v_x: " .. vel.x)
print("v_y: " .. vel.y)
print("v_x: " .. vel.vx)
print("v_y: " .. vel.vy)
end)
print("View test")
view = manager:view("Position", "Velocity")
view:for_each(function(ent)
pos = ent:get_component("Position")
vel = ent:get_component("Velocity")
-- @todo Implement this
-- for uuid,entity in pairs(view) do
-- print "TEST"
-- end
pos.x = pos.x + vel.x
pos.y = pos.y + vel.y
manager:view("Random"):for_each(function(ent)
wrapped = ent:get_component("Random").object
print(ent)
print(wrapped.a)
wrapped.a = 11
print(wrapped.a)
print(random.a)
random.a = 20
print(wrapped.a)
print(random.a)
print("x: " .. pos.x)
print("y: " .. pos.y)
random.c("you")
end)
)lua");
print("v_x: " .. vel.x)
print("v_y: " .. vel.y)
end)
// for (int i = 0; i < 10; ++i) {
// // We can create entities
// Entity* entity = manager.create_entity();
// // Then we can add components to them
// entity->add_component<Position>(0.0f, 0.0f);
// if (i % 2 == 0) {
// entity->add_component<Velocity>(0.1f, 0.2f);
// }
//
// // We can check for components by name
// if (entity->has_components<Velocity>()) {
// std::cout << "YES\n";
// } else {
// std::cout << "NO\n";
// }
// }
-- @todo Implement this
-- for uuid,entity in pairs(view) do
-- print "TEST"
-- end
std::cout << "Update position\n";
manager.view<Position, Velocity>().for_each([](ecs::Entity*, Position* pos, Velocity* vel) {
pos->_x += vel->_vx;
pos->_y += vel->_vy;
});
manager:view("Random"):for_each(function(ent)
wrapped = ent:get_component("Random").object
std::cout << "Show position!\n";
manager.view<Position>().for_each([](ecs::Entity*, Position* pos) {
std::cout << "X: " << pos->_x << '\n';
std::cout << "Y: " << pos->_y << '\n';
});
print(wrapped.a)
wrapped.a = 11
print(wrapped.a)
print(random.a)
random.a = 20
print(wrapped.a)
print(random.a)
// These are really just an internal api that should not be used
for (auto [uuid, entity] : manager.view(ecs::ComponentID::get_id({"Random"}))) {
sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component(ecs::ComponentID::get_id({"Random"})[0]))->_object;
random.c("you")
end)
)lua");
random["a"] = 21;
std::cout << random["a"].get<std::string>() << '\n';
};
// for (int i = 0; i < 10; ++i) {
// // We can create entities
// Entity* entity = manager.create_entity();
// // Then we can add components to them
// entity->add_component<Position>(0.0f, 0.0f);
// if (i % 2 == 0) {
// entity->add_component<Velocity>(0.1f, 0.2f);
// }
//
// // We can check for components by name
// if (entity->has_components<Velocity>()) {
// std::cout << "YES\n";
// } else {
// std::cout << "NO\n";
// }
// }
for (auto [uuid, entity] : manager.view(ecs::ComponentID::get_id({"Random"}))) {
sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component(ecs::ComponentID::get_id({"Random"})[0]))->_object;
std::cout << "Update position\n";
manager.view<Position, Velocity>().for_each([](ecs::Entity*, Position* pos, Velocity* vel) {
pos->x += vel->x;
pos->y += vel->y;
});
std::cout << random["a"].get<std::string>() << '\n';
};
std::cout << "Show position!\n";
manager.view<Position>().for_each([](ecs::Entity*, Position* pos) {
std::cout << "X: " << pos->x << '\n';
std::cout << "Y: " << pos->y << '\n';
});
// These are really just an internal api that should not be used
for (auto [uuid, entity] : manager.view(ecs::ComponentID::get_id({"Random"}))) {
sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component(ecs::ComponentID::get_id({"Random"})[0]))->object;
random["a"] = 21;
std::cout << random["a"].get<std::string>() << '\n';
};
for (auto [uuid, entity] : manager.view(ecs::ComponentID::get_id({"Random"}))) {
sol::table random = ((ecs::lua::LuaWrapper*)entity->get_component(ecs::ComponentID::get_id({"Random"})[0]))->object;
std::cout << random["a"].get<std::string>() << '\n';
};
}
{
std::cout << "STORE\n";
ecs::Manager manager;
// Create entities and store them
for (int i = 0; i < 10; ++i) {
// We can create entities
ecs::Entity* entity = manager.create_entity();
// Then we can add components to them
entity->add_component<Position>(0.0f, 0.0f);
if (i % 2 == 0) {
entity->add_component<Velocity>(0.1f, 0.2f);
}
}
manager.view<Position, Velocity>().for_each([] (ecs::Entity*, Position* pos, Velocity* vel) {
pos->x += vel->x;
pos->y += vel->y;
});
std::ofstream file("entities", std::ios::out | std::ios::trunc);
iohelper::write_length(file, manager.view<>().size());
for (auto [uuid, entity] : manager.view<>()) {
ecs::serial::serialize(file, entity);
}
file.close();
manager.view<Position>().for_each([] (ecs::Entity* entity, Position* pos) {
std::cout << "uuid: " << entity->uuid << '\n';
std::cout << "x: " << pos->x << '\n';
std::cout << "y: " << pos->y << '\n';
});
}
{
std::cout << "LOAD\n";
ecs::Manager manager;
// Load entities from disk as a test
std::ifstream file("entities", std::ios::in);
size_t count = iohelper::read_length(file);
for (size_t i = 0; i < count; ++i) {
ecs::serial::deserialize(file, manager);
}
file.seekg(0, std::ios::beg);
iohelper::read_length(file);
ecs::serial::deserialize(file, manager);
if (false) {
auto ent = manager.get_entity(uuids::uuid::from_string("6d58fdb5-6d8c-4e6f-89d4-f7d7b184f463").value());
if (ent->has_components<Position>()) {
auto pos = ent->get_component<Position>();
pos->x = 1.2f;
pos->y = 3.4f;
}
}
manager.view<Position>().for_each([] (ecs::Entity* entity, Position* pos) {
std::cout << "uuid: " << entity->uuid << '\n';
std::cout << "x: " << pos->x << '\n';
std::cout << "y: " << pos->y << '\n';
});
}
}