This document provides a quick overview of the different features and concepts in Flecs with short examples. This is a good resource if you're just getting started or just want to get a better idea of what kind of features are available in Flecs!
Building Flecs
To use Flecs, copy the flecs.c and flecs.h files from the repository root to your project's source folder. When building, make sure your build system is setup to do the following:
- If it is a C++ project, make sure to compile flecs.c as C code, for example by using
gcc
/clang
instead of g++
/clang++
.
- If you are building on Windows and you're not using the Microsoft Visual Studio compiler, make sure to add
-lWs2_32
to the end(!) of the linker command. The socket API is used for connecting to Flecs explorer.
- When compiling Flecs with
gcc
/clang
, add -std=gnu99
to the compiler command. This ensures that addons that rely on time & socket functions are compiled correctly.
- C++ files that use Flecs must be compiled with
-std=c++0x
(C++11) or higher.
Dynamic linking
To build Flecs as a dynamic library, remove this line from the top of the flecs.h file:
When compiling flecs.c, make sure to define flecs_EXPORTS
, for example by adding -Dflecs_EXPORTS
to the compiler command.
Alternatively Flecs can also be built as a dynamic library with the cmake, meson, bazel or bake build files provided in the repository. These use the files from src
to build as opposed to the amalgamated files, which is better suited for development.
Building with CMake
Locate flecs
on your system (either by cloning or as a submodule) and use add_subdirectory
or use FetchContent
to download the source code from the master branch of the flecs repository. After that, add the following to your CMakeLists.txt
file:
target_link_libraries(${PROJECT_NAME} flecs::flecs_static)
Building with Bake
Download or git clone
the flecs repository and run bake
from inside the directory. After that, add the following to your project.json
file's value property:
Running tests (bake)
First make sure you have bake installed (see the bake repository for instructions).
Run the following commands to run all tests (use -j
to specify the number of threads):
# Core test suite
bake run test/api -- -j 4
# Addon tests
bake run test/addons -- -j 4
# Reflection tests
bake run test/meta -- -j 4
# C++ tests
bake run test/cpp_api -- -j 4
To run tests with asan enabled, add --cfg sanitize
to the command:
bake run --cfg sanitize test/api -- -j 4
Running tests (cmake, experimental)
First make sure to clone bake.
Run the following commands to run all the tests:
# Generate make files for Flecs and tests
cmake -DFLECS_TESTS=ON -DBAKE_DIRECTORY="path to cloned bake repository"
# Build flecs and test suites
cmake --build . -j 4
# Run the tests
ctest -C Debug --verbose
Emscripten
When building for emscripten, add the following command line options to the emcc
link command:
-s ALLOW_MEMORY_GROWTH=1
-s STACK_SIZE=1mb
-s EXPORTED_RUNTIME_METHODS=cwrap
-s MODULARIZE=1
-s EXPORT_NAME="my_app"
Addons
Flecs has a modular architecture that makes it easy to only build the features you really need. By default all addons are built. To customize a build, first define FLECS_CUSTOM_BUILD
, then add defines for the addons you need. For example:
#define FLECS_CUSTOM_BUILD
#define FLECS_SYSTEM
Additionally, you can also specify addons to exclude from a build by adding NO
to the define:
The following addons can be configured:
Addon | Description | Define |
Cpp | C++11 API | FLECS_CPP |
Module | Organize game logic into reusable modules | FLECS_MODULE |
System | Create & run systems | FLECS_SYSTEM |
Pipeline | Automatically schedule & multithread systems | FLECS_PIPELINE |
Timer | Run systems at time intervals or at a rate | FLECS_TIMER |
Meta | Flecs reflection system | FLECS_META |
Meta_C | (C) Utilities for auto-inserting reflection data | FLECS_META_C |
Units | Builtin unit types | FLECS_UNITS |
Expr | String format optimized for ECS data | FLECS_EXPR |
JSON | JSON format | FLECS_JSON |
Doc | Add documentation to components, systems & more | FLECS_DOC |
Http | Tiny HTTP server for processing simple requests | FLECS_HTTP |
Rest | REST API for showing entities in the browser | FLECS_REST |
Parser | Create entities & queries from strings | FLECS_PARSER |
Plecs | Small utility language for asset/scene loading | FLECS_PLECS |
Rules | Powerful prolog-like query language | FLECS_RULES |
Snapshot | Take snapshots of the world & restore them | FLECS_SNAPSHOT |
Stats | Functions for collecting statistics | FLECS_STATS |
Monitor | Periodically collect & store flecs statistics | FLECS_MONITOR |
Metrics | Create metrics from user-defined components | FLECS_METRICS |
Alerts | Create alerts from user-defined queries | FLECS_ALERTS |
Log | Extended tracing and error logging | FLECS_LOG |
Journal | Journaling of API functions | FLECS_JOURNAL |
App | Flecs application framework | FLECS_APP |
OS API Impl | Default OS API implementation for Posix/Win32 | FLECS_OS_API_IMPL |
Concepts
This section contains an overview of all the different concepts in Flecs and how they wire together. The sections in the quickstart go over them in more detail and with code examples.
Flecs Overview
World
The world is the container for all ECS data. It stores the entities and their components, does queries and runs systems. Typically there is only a single world, but there is no limit on the number of worlds an application can create.
-
C
struct ecs_world_t ecs_world_t
A world is the container for all ECS data and supporting features.
int ecs_fini(ecs_world_t *world)
Delete a world.
ecs_world_t * ecs_init(void)
Create a new world.
-
C++
-
C#
using World world = World.Create();
Entity
An entity is a unique thing in the world, and is represented by a 64 bit id. Entities can be created and deleted. If an entity is deleted it is no longer considered "alive". A world can contain up to 4 billion(!) alive entities. Entity identifiers contain a few bits that make it possible to check whether an entity is alive or not.
-
C
ecs_id_t ecs_entity_t
An entity identifier.
ecs_entity_t ecs_new_id(ecs_world_t *world)
Create new entity id.
void ecs_delete(ecs_world_t *world, ecs_entity_t entity)
Delete an entity.
bool ecs_is_alive(const ecs_world_t *world, ecs_entity_t e)
Test whether an entity is alive.
-
C++
e.destruct();
e.is_alive();
flecs::entity entity(Args &&... args) const
Create an entity.
bool is_alive() const
Check if entity is alive.
-
C#
Entity e = world.Entity();
e.IsAlive();
e.Destruct();
e.IsAlive();
Entities can have names which makes it easier to identify them in an application. In C++ the name can be passed to the constructor. If a name is provided during entity creation time and an entity with that name already exists, the existing entity will be returned.
Entities can be looked up by name with the lookup
function:
-
C
ecs_entity_t ecs_lookup(const ecs_world_t *world, const char *path)
Lookup an entity by it's path.
-
C++
flecs::entity lookup(const char *name, bool search_path=true) const
Lookup entity by name.
-
C#
Entity e = world.Lookup("Bob");
Id
An id is a 64 bit number that can encode anything that can be added to an entity. In flecs this can be either a component, tag or a pair. A component is data that can be added to an entity. A tag is an "empty" component. A pair is a combination of two component/tag ids which is used to encode entity relationships. All entity/component/tag identifiers are valid ids, but not all ids are valid entity identifier.
The following sections describe components, tags and pairs in more detail.
Component
A component is a type of which instances can be added and removed to entities. Each component can be added only once to an entity (though not really, see Pair). In C applications components must be registered before use. By default in C++ this happens automatically.
-
C
ecs_add(world, e, Velocity);
ecs_set(world, e, Position, {10, 20});
ecs_set(world, e, Velocity, {1, 2});
const Position *p = ecs_get(world, e, Position);
ecs_remove(world, e, Position);
#define ECS_COMPONENT(world, id)
Declare & define a component.
-
C++
e.set<Position>({10, 20})
.set<Velocity>({1, 2});
const Position *p = e.
get<Position>();
e.remove<Position>();
Self & add()
Add a component to an entity.
const T * get() const
Get component value.
-
C#
Entity e = world.Entity();
e.Add<Velocity>();
e.Set<Position>(new(10, 20))
.Set<Velocity>(new(1, 2));
ref readonly Position p = ref e.Get<Position>();
e.Remove<Position>();
Each component is associated by a unique entity identifier by Flecs. This makes it possible to inspect component data, or attach your own data to components.
-
C
C applications can use the ecs_id
macro to get the entity id for a component.
ecs_add(world, pos_e, Serializable);
-
C++
C++ applications can use the world::entity
function.
std::cout <<
"Name: " << pos_e.
name() << std::endl;
pos_e.
add<Serializable>();
-
C#
C# applications can use the World.Entity()
function.
Entity posE = world.Entity<Position>();
Console.WriteLine($"Name: {posE.Name()}");
posE.Add<Serializable>();
The thing that makes an ordinary entity a component is the EcsComponent
(or flecs::Component
, in C++) component. This is a builtin component that tells Flecs how much space is needed to store a component, and can be inspected by applications:
-
C
printf(
"Component size: %u\n", c->
size);
ecs_size_t size
Component size.
-
C++
std::cout <<
"Component size: " << c->
size << std::endl;
-
C#
Entity posE = world.Entity<Position>();
Console.WriteLine($"Component size: {c.size}");
Because components are stored as regular entities, they can in theory also be deleted. To prevent unexpected accidents however, by default components are registered with a tag that prevents them from being deleted. If this tag were to be removed, deleting a component would cause it to be removed from all entities. For more information on these policies, see Relationship cleanup properties.
Tag
A tag is a component that does not have any data. In Flecs tags can be either empty types (in C++) or regular entities (C & C++) that do not have the EcsComponent
component (or have an EcsComponent
component with size 0). Tags can be added & removed using the same APIs as adding & removing components, but because tags have no data, they cannot be assigned a value. Because tags (like components) are regular entities, they can be created & deleted at runtime.
-
C
void ecs_add_id(ecs_world_t *world, ecs_entity_t entity, ecs_id_t id)
Add a (component) id to an entity.
void ecs_remove_id(ecs_world_t *world, ecs_entity_t entity, ecs_id_t id)
Remove a (component) id from an entity.
bool ecs_has_id(const ecs_world_t *world, ecs_entity_t entity, ecs_id_t id)
Test if an entity has an id.
-
C++
struct Enemy { };
e.remove<Enemy>();
e.has<Enemy>();
e.remove(Enemy);
e.has(Enemy);
bool has(flecs::id_t e) const
Check if entity has the provided entity.
-
C#
public struct Enemy { }
Entity e = world.Entity().Add<Enemy>();
e.Has<Enemy>();
e.Remove<Enemy>();
e.Has<Enemy>();
Entity Enemy = world.Entity();
Entity e = world.Entity().Add(Enemy);
e.Has(Enemy);
e.Remove(Enemy);
e.Has(Enemy);
Note that both options in the C++ example achieve the same effect. The only difference is that in option 1 the tag is fixed at compile time, whereas in option 2 the tag can be created dynamically at runtime.
When a tag is deleted, the same rules apply as for components (see Relationship cleanup properties).
Pair
A pair is a combination of two entity ids. Pairs can be used to store entity relationships, where the first id represents the relationship kind and the second id represents the relationship target (called "object"). This is best explained by an example:
-
C
ecs_add_pair(world, Bob, Likes, Alice);
ecs_add_pair(world, Alice, Likes, Bob);
ecs_has_pair(world, Bob, Likes, Alice);
ecs_remove_pair(world, Bob, Likes, Alice);
ecs_has_pair(world, Bob, Likes, Alice);
-
C++
struct Likes { };
Bob.remove<Likes>(Alice);
Bob.has<Likes>(Alice);
-
C#
public struct Likes { }
Entity Bob = world.Entity();
Entity Alice = world.Entity();
Bob.Add<Likes>(Alice);
Alice.Add<Likes>(Bob);
Bob.Has<Likes>(Alice);
Bob.Remove<Likes>(Alice);
Bob.Has<Likes>(Alice);
A pair can be encoded in a single 64 bit identifier by using the ecs_pair
macro in C, or the world.pair
function in C++:
-
C
uint64_t ecs_id_t
Ids are the things that can be added to an entity.
-
C++
Class that wraps around a flecs::id_t.
flecs::id pair() const
Get pair id from relationship, object.
-
C#
Id id = world.Pair<Likes>(bob);
The following examples show how to get back the elements from a pair:
-
C
}
bool ecs_id_is_pair(ecs_id_t id)
Utility to check if id is a pair.
-
C++
if (id.is_pair()) {
auto relationship = id.first();
auto target = id.second();
}
-
C#
Id id = ...;
if (id.IsPair())
{
Entity relationship = id.First();
Entity target = id.Second();
}
A component or tag can be added multiple times to the same entity as long as it is part of a pair, and the pair itself is unique:
-
C
ecs_add_pair(world, Bob, Eats, Apples);
ecs_add_pair(world, Bob, Eats, Pears);
ecs_add_pair(world, Bob, Grows, Pears);
ecs_has_pair(world, Bob, Eats, Apples);
ecs_has_pair(world, Bob, Eats, Pears);
ecs_has_pair(world, Bob, Grows, Pears);
-
C++
bob.add(Eats, Apples);
bob.add(Eats, Pears);
bob.add(Grows, Pears);
bob.has(Eats, Apples);
bob.has(Eats, Pears);
bob.has(Grows, Pears);
-
C#
Entity Bob = ...;
Bob.Add(Eats, Apples);
Bob.Add(Eats, Pears);
Bob.Add(Grows, Pears);
Bob.Has(Eats, Apples);
Bob.Has(Eats, Pears);
Bob.Has(Grows, Pears);
The target
function can be used in C and C++ to get the object for a relationship:
-
C
ecs_entity_t ecs_get_target(const ecs_world_t *world, ecs_entity_t entity, ecs_entity_t rel, int32_t index)
Get the target of a relationship.
-
C++
auto o = alice.target<Likes>();
-
C#
Entity Alice = ...;
Entity o = Alice.Target<Likes>();
Entity relationships enable lots of interesting patterns and possibilities. Make sure to check out the Relationships manual.
Hierarchies
Flecs has builtin support for hierarchies with the builtin EcsChildOf
(or flecs::ChildOf
, in C++) relationship. A hierarchy can be created with the regular relationship API, or with the child_of
shortcut in C++:
-
C
-
C++
Self & child_of(entity_t second)
Shortcut for add(ChildOf, entity).
void destruct() const
Delete an entity.
-
C#
Entity parent = world.Entity();
Entity child = world.Entity().ChildOf(parent);
parent.Destruct();
When entities have names, they can be used together with hierarchies to generate path names or do relative lookups:
-
C
.name = "parent"
});
.name = "child"
});
char *path = ecs_get_fullpath(world, child);
printf("%s\n", path);
ecs_os_free(path);
ecs_lookup_path(world, 0, "parent.child");
ecs_lookup_path(world, parent, "child");
-
C++
auto parent = world.
entity(
"parent");
std::cout << child.
path() << std::endl;
world.
lookup(
"parent::child");
flecs::string path(const char *sep="::", const char *init_sep="::") const
Return the entity path.
flecs::entity lookup(const char *path, bool search_path=false) const
Lookup an entity by name.
-
C#
Entity parent = world.Entity("parent");
Entity child = world.Entity("child").ChildOf(parent);
Console.WriteLine(child.Path());
world.Lookup("parent.child");
parent.Lookup("child");
Queries (see below) can use hierarchies to order data breadth-first, which can come in handy when you're implementing a transform system:
-
C
.filter.terms = {
{ ecs_id(Position) },
{ ecs_id(Position), .src = {
}}
}
});
Position *p = ecs_field(&it, Position, 1);
Position *p_parent = ecs_field(&it, Position, 2);
for (int i = 0; i < it.count; i++) {
}
}
struct ecs_query_t ecs_query_t
A query that caches its results.
ecs_query_t * ecs_query_init(ecs_world_t *world, const ecs_query_desc_t *desc)
Create a query.
ecs_iter_t ecs_query_iter(const ecs_world_t *world, ecs_query_t *query)
Return a query iterator.
bool ecs_query_next(ecs_iter_t *iter)
Progress the query iterator.
#define EcsCascade
Sort results breadth first.
Used with ecs_query_init().
-
C++
.term_at(2).parent().cascade()
.build();
q.each([](Position& p, Position& p_parent) {
});
flecs::query_builder< Comps... > query_builder(Args &&... args) const
Create a query builder.
-
C#
Query q = world.QueryBuilder<Position, Position>()
.TermAt(2).Parent().Cascade()
.Build();
q.Each((ref Position p, ref Position pParent) =>
{
});
Instancing
Flecs has builtin support for instancing (sharing a single component with multiple entities) through the builtin EcsIsA
relationship (flecs::IsA
in C++). An entity with an IsA
relationship to a base entity "inherits" all entities from that base:
-
C
ecs_entity_t base = ecs_set(world, 0, Triangle, {{0, 0}, {1, 1}, {-1, -1}});
const Triangle *t = ecs_get(world, e, Triangle);
-
C++
auto base = world.
entity().set<Triangle>({{0, 0}, {1, 1}, {-1, -1}});
const Triangle *t = e.
get<Triangle>();
Self & is_a(entity_t second)
Shortcut for add(IsA, entity).
-
C#
Entity base = world.Entity().Set<Triangle>(new Triangle(new(0, 0), new(1, 1), new(-1, -1)));
Entity e = world.Entity().IsA(base);
ref readonly Triangle t = ref e.Get<Triangle>();
Entities can override components from their base:
-
C
ecs_add(world, e, Triangle);
-
C++
-
C#
Instancing can be used to build modular prefab hierarchies, as the foundation of a batched renderer with instancing support, or just to reduce memory footprint by sharing common data across entities.
Type
The type (often referred to as "archetype") is the list of ids an entity has. Types can be used for introspection which is useful when debugging, or when for example building an entity editor. The most common thing to do with a type is to convert it to text and print it:
-
C
ecs_add(world, e, Position);
ecs_add(world, e, Velocity);
printf("Type: %s\n", type_str);
ecs_os_free(type_str);
const ecs_type_t * ecs_get_type(const ecs_world_t *world, ecs_entity_t entity)
Get the type of an entity.
char * ecs_type_str(const ecs_world_t *world, const ecs_type_t *type)
Convert type to string.
A type is a list of (component) ids.
-
C++
auto e = ecs.entity()
.add<Position>()
.add<Velocity>();
std::cout << e.type().str() << std::endl;
-
C#
Entity e = ecs.Entity()
.Add<Position>()
.Add<Velocity>();
Console.WriteLine(e.Type().Str());
A type can also be iterated by an application:
-
C
for (int i = 0; i < type->count; i++) {
if (type->array[i] == ecs_id(Position)) {
}
}
-
C++
if (
id == world.
id<Position>()) {
}
});
flecs::id id(E value) const
Convert enum constant to entity.
-
C#
e.Each((Id id) =>
{
if (id == world.Id<Position>())
{
}
});
Singleton
A singleton is a single instance of a component that can be retrieved without an entity. The functions for singletons are very similar to the regular API:
-
C
ecs_singleton_set(world, Gravity, { 9.81 });
const Gravity *g = ecs_singleton_get(world, Gravity);
-
C++
world.
set<Gravity>({ 9.81 });
const Gravity *g = world.
get<Gravity>();
const T * get() const
Get singleton component.
void set(const T &value) const
Set singleton component.
-
C#
world.Set<Gravity>(new(9.81));
ref readonly Gravity g = ref world.Get<Gravity>();
Singleton components are created by adding the component to its own entity id. The above code examples are shortcuts for these regular API calls:
-
C
ecs_set(world, ecs_id(Gravity), Gravity, {10, 20});
const Gravity *g = ecs_get(world, ecs_id(Gravity), Gravity);
-
C++
grav_e.set<Gravity>({10, 20});
const Gravity *g = grav_e.
get<Gravity>();
-
C#
Entity gravE = world.Entity<Gravity>();
gravE.Set<Gravity>(new(10, 20));
ref readonly Gravity g = ref gravE.Get<Gravity>();
The following examples show how to query for a singleton component:
-
C
.filter.terms = {
{ .id = ecs_id(Velocity) },
{ .id = ecs_id(Gravity), .src.id = ecs_id(Gravity) }
}
});
ECS_SYSTEM(world, ApplyGravity, EcsOnUpdate, Velocity, Gravity($));
#define ECS_SYSTEM(world, id, phase,...)
Declare & define a system.
#define ecs_query(world,...)
Shorthand for creating a query with ecs_query_init().
-
C++
.term_at(2).singleton()
.build();
-
C#
world.QueryBuilder<Velocity, Gravity>()
.TermAt(2).Singleton()
.Build();
Filter
Filters are a kind of uncached query that are cheap to create. This makes them a good fit for scenarios where an application doesn't know in advance what it has to query for, like when finding the children for a parent. The following example shows a simple filter:
-
C
.terms = {
{ ecs_id(Position) },
}
});
Position *p = ecs_field(&it, Position, 1);
for (int i = 0; i < it.count; i++) {
printf(
"%s: {%f, %f}\n",
ecs_get_name(world, it.entities[i]),
p[i].x, p[i].y);
}
}
ecs_filter_t * ecs_filter_init(ecs_world_t *world, const ecs_filter_desc_t *desc)
Initialize filter A filter is a lightweight object that can be used to query for entities in a world.
bool ecs_filter_next(ecs_iter_t *it)
Iterate tables matched by filter.
ecs_iter_t ecs_filter_iter(const ecs_world_t *world, const ecs_filter_t *filter)
Return a filter iterator.
void ecs_filter_fini(ecs_filter_t *filter)
Deinitialize filter.
Used with ecs_filter_init().
Filters allow for ad-hoc quick filtering of entity tables.
-
C++
world.
each([](Position& p, Velocity& v) {
p.x += v.x;
p.y += v.y;
});
.term(flecs::ChildOf, parent)
.build();
std::cout << e.
name() <<
": {" << p.x <<
", " << p.y <<
"}" << std::endl;
});
for (auto i : it) {
<< ": {" << p[i].x << ", " << p[i].y << "}" << std::endl;
}
});
void each(Func &&func) const
Iterate over all entities with components in argument list of function.
flecs::filter_builder< Comps... > filter_builder(Args &&... args) const
Create a filter builder.
Class for iterating over query results.
flecs::entity entity(size_t row) const
Obtain mutable handle to entity being iterated over.
-
C#
world.Each((ref Position p, ref Velocity v) =>
{
p.X += v.X;
p.Y += v.Y;
});
using Filter f = world.FilterBuilder<Position>()
.Term(Ecs.ChildOf, parent)
.Build();
f.Each((Entity e, ref Position p) =>
{
Console.WriteLine($"{e.Name()}: ({p.X}, {p.Y})")
});
f.Iter((Iter it, Field<Position> p) =>
{
foreach (int i in it)
Console.WriteLine($"{it.Entity(i).Name()}: ({p[i].X}, {p[i].Y})")
});
Filters can use operators to exclude components, optionally match components or match one out of a list of components. Additionally filters may contain wildcards for terms which is especially useful when combined with pairs.
The following example shows a filter that matches all entities with a parent that do not have Position
:
-
C
.terms = {
{ ecs_id(Position), .oper =
EcsNot },
}
});
@ EcsNot
The term must not match.
-
C++
.term(flecs::ChildOf, flecs::Wildcard)
.term<Position>().oper(flecs::Not)
.build();
-
C#
using Filter f = world.FilterBuilder()
.Term(Ecs.ChildOf, Ecs.Wildcard)
.Term<Position>().Oper(Ecs.Not)
.Build();
Query
Queries are cached versions of filters. They are slower to create than filters, but much faster to iterate since this just means iterating their cache.
The API for queries is similar to filters:
-
C
.filter.terms = {
{ ecs_id(Position) },
}
});
}
-
C++
.term(flecs::ChildOf, flecs::Wildcard)
.build();
-
C#
Query q = world.QueryBuilder<Position>()
.Term(Ecs.ChildOf, Ecs.Wildcard)
.Build();
When using queries, make sure to reuse a query object instead of creating a new one each time you need it. Query creation is expensive, and many of the performance benefits of queries are lost when they are created in loops.
See the query manual for more details.
System
A system is a query combined with a callback. Systems can be either ran manually or ran as part of an ECS-managed main loop (see Pipeline). The system API looks similar to queries:
-
C
ecs_run(world, Move, delta_time, NULL);
.query.filter.terms = {
{ecs_id(Position)},
{ecs_id(Velocity)},
},
.callback = Move
});
ecs_run(world, move_sys, delta_time, NULL);
void Move(ecs_iter_t *it) {
Position *p = ecs_field(it, Position, 1);
Velocity *v = ecs_field(it, Velocity, 2);
for (int i = 0; i < it->count; i++) {
p[i].x += v[i].x * it->delta_time;
p[i].y += v[i].y * it->delta_time;
}
}
#define ecs_system(world,...)
Shorthand for creating a system with ecs_system_init().
FLECS_API ecs_entity_t ecs_run(ecs_world_t *world, ecs_entity_t system, ecs_ftime_t delta_time, void *param)
Run a specific system manually.
-
C++
auto move_sys = world.
system<Position, Velocity>()
for (auto i : it) {
p[i].x += v[i].x * it.delta_time();
p[i].y += v[i].y * it.delta_time();
}
});
move_sys.run();
flecs::system system(flecs::entity e) const
Upcast entity to a system.
-
C#
Routine moveSys = world.Routine<Position, Velocity>()
.Iter((Iter it, Field<Position> p, Field<Velocity> v) =>
{
foreach (int i in it)
{
p[i].X += v[i].X * it.DeltaTime();
p[i].Y += v[i].Y * it.DeltaTime();
}
});
moveSys.Run();
Systems are stored as entities with an EcsSystem
component (flecs::System
in C++), similar to components. That means that an application can use a system as a regular entity:
-
C
ecs_add(world, move_sys, EcsOnUpdate);
-
C++
std::cout << "System: " << move_sys.name() << std::endl;
move_sys.add(flecs::OnUpdate);
move_sys.destruct();
-
C#
Console.WriteLine($"System: {moveSys.Name()}");
moveSys.Entity.Add(Ecs.OnUpdate);
moveSys.Entity.Destruct();
Pipeline
A pipeline is a list of tags that when matched, produces a list of systems to run. These tags are also referred to as a system "phase". Flecs comes with a default pipeline that has the following phases:
-
C
EcsOnLoad
EcsPostLoad
EcsPreUpdate
EcsOnUpdate
EcsOnValidate
EcsPostUpdate
EcsPreStore
EcsOnStore
-
C++
flecs::OnLoad
flecs::PostLoad
flecs::PreUpdate
flecs::OnUpdate
flecs::OnValidate
flecs::PostUpdate
flecs::PreStore
flecs::OnStore
-
C#
Ecs.OnLoad
Ecs.PostLoad
Ecs.PreUpdate
Ecs.OnUpdate
Ecs.OnValidate
Ecs.PostUpdate
Ecs.PreStore
Ecs.OnStore
When a pipeline is executed, systems are ran in the order of the phases. This makes pipelines and phases the primary mechanism for defining ordering between systems. The following code shows how to assign systems to a pipeline, and how to run the pipeline with the progress()
function:
-
C
ECS_SYSTEM(world, Move, EcsOnUpdate, Position, Velocity);
ECS_SYSTEM(world, Transform, EcsPostUpdate, Position, Transform);
ECS_SYSTEM(world, Render, EcsOnStore, Transform, Mesh);
FLECS_API bool ecs_progress(ecs_world_t *world, ecs_ftime_t delta_time)
Progress a world.
-
C++
world.
system<Position, Velocity>(
"Move").kind(flecs::OnUpdate).
each( ... );
world.
system<Position, Transform>(
"Transform").kind(flecs::PostUpdate).
each( ... );
world.
system<Transform, Mesh>(
"Render").kind(flecs::OnStore).
each( ... );
bool progress(ecs_ftime_t delta_time=0.0) const
Progress world one tick.
void each(const Func &func) const
Iterate (component) ids of an entity.
-
C#
world.Routine<Position, Velocity>("Move").Kind(Ecs.OnUpdate).Each( ... );
world.Routine<Position, Transform>("Transform").Kind(Ecs.PostUpdate).Each( ... );
world.Routine<Transform, Mesh>("Render").Kind(Ecs.OnStore).Each( ... );
world.Progress();
Because phases are just tags that are added to systems, applications can use the regular API to add/remove systems to a phase:
-
C
-
C++
move_sys.add(flecs::OnUpdate);
move_sys.remove(flecs::PostUpdate);
-
C#
moveSys.Add(Ecs.OnUpdate);
moveSys.Remove(Ecs.PostUpdate);
Inside a phase, systems are guaranteed to be ran in their declaration order.
Observer
Observers are callbacks that are invoked when one or more events matches the query of an observer. Events can be either user defined or builtin. Examples of builtin events are OnAdd
, OnRemove
and OnSet
.
When an observer has a query with more than one component, the observer will not be invoked until the entity for which the event is emitted satisfies the entire query.
An example of an observer with two components:
-
C
.filter.terms = { { ecs_id(Position) }, { ecs_id(Velocity) }},
.callback = OnSetPosition
});
ecs_set(world, e, Position, {10, 20});
ecs_set(world, e, Velocity, {1, 2});
ecs_set(world, e, Position, {20, 40});
#define ecs_observer(world,...)
Shorthand for creating an observer with ecs_observer_init().
-
C++
world.
observer<Position, Velocity>(
"OnSetPosition").event(flecs::OnSet).
each( ... );
auto e = ecs.entity();
e.set<Position>({10, 20});
e.set<Velocity>({1, 2});
e.set<Position>({20, 30});
flecs::observer observer(flecs::entity e) const
Observer builder.
-
C#
world.Observer<Position, Velocity>("OnSetPosition").Event(Ecs.OnSet).Each( ... );
Entity e = ecs.Entity();
e.Set<Position>(new(10, 20));
e.Set<Velocity>(new(1, 2));
e.Set<Position>(new(20, 30));
Module
A module is a function that imports and organizes components, systems, triggers, observers, prefabs into the world as reusable units of code. A well designed module has no code that directly relies on code of another module, except for components definitions. All module contents are stored as child entities inside the module scope with the ChildOf
relationship. The following examples show how to define a module in C and C++:
-
C
typedef struct {
float x;
float y;
} Position;
ECS_MODULE(world, MyModule);
}
#define ECS_IMPORT(world, id)
Wrapper around ecs_import().
#define ECS_COMPONENT_DEFINE(world, id_)
Define a forward declared component.
#define ECS_COMPONENT_DECLARE(id)
Forward declare a component.
-
C++
struct my_module {
}
};
flecs::entity import()
Import a module.
flecs::entity module(const char *name=nullptr) const
Define a module.
-
C#
public struct MyModule : IFlecsModule
{
public void InitModule(ref World world)
{
world.Module<MyModule>();
}
};
world.Import<MyModule>();