1#include <singleton.h>
2#include <stdio.h>
3
4
5
6
7typedef struct {
8 double value;
9} Gravity;
10
11
12typedef struct {
13 double x, y;
14} Velocity;
15
16int main(int argc, char *argv[]) {
18
21
22
24
25
27
31
32
33 ecs_set(ecs, e1, Velocity, {0, 0});
34 ecs_set(ecs, e2, Velocity, {0, 1});
35 ecs_set(ecs, e3, Velocity, {0, 2});
36
37
39 .terms = {
40 { .id =
ecs_id(Velocity) },
42 }
43 });
44
47 Velocity *v =
ecs_field(&it, Velocity, 0);
49
50 for (int i = 0; i < it.count; i ++) {
51
52
53 v[i].y += g->value;
54
55 printf("%s velocity is {%f, %f}\n",
57 }
58 }
59
60
61
62
63
64
66}
void ecs_add_id(ecs_world_t *world, ecs_entity_t entity, ecs_id_t component)
Add a (component) ID to an entity.
FLECS_API const ecs_entity_t EcsSingleton
Mark component as singleton.
FLECS_API const ecs_entity_t ecs_id(EcsDocDescription)
Component ID for EcsDocDescription.
ecs_id_t ecs_entity_t
An entity identifier.
struct ecs_world_t ecs_world_t
A world is the container for all ECS data and supporting features.
#define ecs_entity(world,...)
Shorthand for creating an entity with ecs_entity_init().
#define ECS_COMPONENT(world, id)
Declare and define a component.
#define ecs_query(world,...)
Shorthand for creating a query with ecs_query_init().
#define ecs_set(world, entity, component,...)
Set a component value.
#define ecs_field(it, T, index)
Get field data for a component.
#define ecs_singleton_set(world, comp,...)
Set a singleton component value.
const char * ecs_get_name(const ecs_world_t *world, ecs_entity_t entity)
Get the name of an entity.
bool ecs_query_next(ecs_iter_t *it)
Progress a query iterator.
ecs_iter_t ecs_query_iter(const ecs_world_t *world, const ecs_query_t *query)
Create a query iterator.
int ecs_fini(ecs_world_t *world)
Delete a world.
ecs_world_t * ecs_init_w_args(int argc, char *argv[])
Create a new world with arguments.
Queries are lists of constraints (terms) that match entities.