This is a temporary application to begin iterating on high-level ECS applications. Eventually, this will be removed - for now it's just here so we can see how this API looks today and improve it. Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
54 lines
2.3 KiB
Zig
54 lines
2.3 KiB
Zig
// Experimental ECS app example. Not yet ready for actual use.
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const std = @import("std");
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const mach = @import("mach");
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const gpu = mach.gpu;
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const ecs = mach.ecs;
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// TODO: rename *ecs.World to *engine.Engine or something
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const renderer = @import("renderer.zig");
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const physics2d = @import("physics2d.zig");
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// Define all the modules in our application. Modules can have components, systems, state,
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// and/or global values in them. They can also send and receive messages to coordinate
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// with each-other.
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//
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// Single-word module names (`.mach`, `.renderer`, etc.) are reserved for the application itself.
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//
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// Modules that come from libraries must be prefixed (e.g. `.bullet_physics`, `.ziglibs_box2d`)
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// similar to GitHub repositories, to avoid conflicts with one another. Note that modules themselves
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// will interact with the ECS using e.g. `.getComponent(.bullet_physics, .location)` internally and
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// so cannot be renamed here.
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// TODO: just make this a list so one cannot even think renaming is possible here
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const modules = ecs.Modules(.{
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.mach = mach.module,
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.renderer = renderer.module,
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.physics2d = physics2d.module,
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});
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// Our Mach app, which tells Mach where to find our modules and init entry point.
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pub const App = mach.App(modules, init);
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pub fn init(engine: *ecs.World(modules)) !void {
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// The Mach .core is where we set window options, etc.
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const core = engine.get(.mach, .core);
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try core.setOptions(.{ .title = "Hello, ECS!" });
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// We can get the GPU device:
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const device = engine.get(.mach, .device);
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_ = device; // TODO: actually show off using the GPU device
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// We can create entities, and set components on them. Note that components live in a module
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// namespace, so we set the `.renderer, .location` component which is different than the
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// `.physics2d, .location` component.
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// TODO: cut out the `.entities.` in this API to make it more brief
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const player = try engine.entities.new();
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try engine.entities.setComponent(player, .renderer, .location, .{ .x = 0, .y = 0, .z = 0 });
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try engine.entities.setComponent(player, .physics2d, .location, .{ .x = 0, .y = 0 });
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_ = player;
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// TODO: there could be an entities wrapper to interact with a single namespace so you don't
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// have to pass it in as a parameter always?
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}
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