Move all ECS stuff into their own files / dirs

This commit is contained in:
karl 2020-01-04 18:25:47 +01:00
parent 0d9f16939c
commit 3529254a29
8 changed files with 198 additions and 118 deletions

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@ -6,7 +6,7 @@ set(CMAKE_CXX_STANDARD 17)
find_package(OpenGL REQUIRED)
find_package(glfw3 REQUIRED)
add_executable(ecsgame Util/glad.c Util/OBJ_Loader.h Rendering/Shader.cpp Rendering/Shader.h main.cpp)
add_executable(ecsgame Util/glad.c Util/OBJ_Loader.h Rendering/Shader.cpp Rendering/Shader.h main.cpp ECS/Components/Position.h ECS/Components/Movement.h ECS/Events/InputEvent.h ECS/Systems/GravitySystem.h ECS/Systems/PositionDebugSystem.h ECS/Systems/KeyboardMovementSystem.h)
include_directories(${OPENGL_INCLUDE_DIRS})

24
ECS/Components/Movement.h Normal file
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@ -0,0 +1,24 @@
//
// Created by karl on 04.01.20.
//
#ifndef ECSGAME_MOVEMENT_H
#define ECSGAME_MOVEMENT_H
struct Movement {
Movement(float speedX, float speedY, float speedZ) : speedX(speedX), speedY(speedY), speedZ(speedZ) {}
float speedX;
float speedY;
float speedZ;
int movingX = 0;
int movingY = 0;
int movingZ = 0;
float velocityX = 0.0f;
float velocityY = 0.0f;
float velocityZ = 0.0f;
};
#endif //ECSGAME_MOVEMENT_H

18
ECS/Components/Position.h Normal file
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@ -0,0 +1,18 @@
//
// Created by karl on 04.01.20.
//
#ifndef ECSGAME_POSITION_H
#define ECSGAME_POSITION_H
struct Position {
Position(float x, float y, float z) : x(x), y(y), z(z) {}
Position() : x(0.f), y(0.f), z(0.f) {}
float x;
float y;
float z;
};
#endif //ECSGAME_POSITION_H

13
ECS/Events/InputEvent.h Normal file
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@ -0,0 +1,13 @@
//
// Created by karl on 04.01.20.
//
#ifndef ECSGAME_INPUTEVENT_H
#define ECSGAME_INPUTEVENT_H
struct InputEvent {
int key;
int action;
};
#endif //ECSGAME_INPUTEVENT_H

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@ -0,0 +1,29 @@
//
// Created by karl on 04.01.20.
//
#ifndef ECSGAME_GRAVITYSYSTEM_H
#define ECSGAME_GRAVITYSYSTEM_H
#include "../ECS.h"
#include "../Components/Position.h"
using namespace ECS;
class GravitySystem : public EntitySystem {
public:
explicit GravitySystem(float amount) {
gravityAmount = amount;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
position->y += gravityAmount * deltaTime;
});
}
private:
float gravityAmount;
};
#endif //ECSGAME_GRAVITYSYSTEM_H

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@ -0,0 +1,81 @@
//
// Created by karl on 04.01.20.
//
#ifndef ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
#define ECSGAME_KEYBOARDMOVEMENTSYSTEM_H
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include "../ECS.h"
#include "../Components/Position.h"
#include "../Events/InputEvent.h"
#include "../Components/Movement.h"
using namespace ECS;
class KeyboardMovementSystem : public EntitySystem, public EventSubscriber<InputEvent> {
void configure(World *pWorld) override {
myWorld = pWorld;
myWorld->subscribe<InputEvent>(this);
}
void receive(World *pWorld, const InputEvent &event) override {
if (event.key == GLFW_KEY_W) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_S) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_A) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
} else if (event.key == GLFW_KEY_D) {
myWorld->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
}
std::cout << "MyEvent was emitted!" << std::endl;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position, Movement>(
[&](Entity *ent, ComponentHandle<Position> position, ComponentHandle<Movement> movement) {
position->x += movement->movingX * movement->speedX * deltaTime;
position->y += movement->movingY * movement->speedY * deltaTime;
position->z += movement->movingZ * movement->speedZ * deltaTime;
});
}
void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
private:
World *myWorld;
};
#endif //ECSGAME_KEYBOARDMOVEMENTSYSTEM_H

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@ -0,0 +1,28 @@
//
// Created by karl on 04.01.20.
//
#ifndef ECSGAME_POSITIONDEBUGSYSTEM_H
#define ECSGAME_POSITIONDEBUGSYSTEM_H
#include <iostream>
#include "../ECS.h"
#include "../Components/Position.h"
using namespace ECS;
class PositionDebugOutputSystem : public EntitySystem {
public:
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
std::cout << ent->getEntityId() << ": "
<< position->x << ", "
<< position->y << ", "
<< position->z
<< std::endl;
});
}
};
#endif //ECSGAME_POSITIONDEBUGSYSTEM_H

121
main.cpp
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@ -5,6 +5,10 @@
#include "Rendering/Shader.h"
#include "ECS/ECS.h"
#include "ECS/Events/InputEvent.h"
#include "ECS/Systems/GravitySystem.h"
#include "ECS/Systems/PositionDebugSystem.h"
#include "ECS/Systems/KeyboardMovementSystem.h"
using namespace ECS;
@ -12,123 +16,6 @@ using namespace ECS;
World *world = World::createWorld();
struct Position {
Position(float x, float y, float z) : x(x), y(y), z(z) {}
Position() : x(0.f), y(0.f), z(0.f) {}
float x;
float y;
float z;
};
struct Movement {
Movement(float speedX, float speedY, float speedZ) : speedX(speedX), speedY(speedY), speedZ(speedZ) {}
float speedX;
float speedY;
float speedZ;
int movingX = 0;
int movingY = 0;
int movingZ = 0;
float velocityX = 0.0f;
float velocityY = 0.0f;
float velocityZ = 0.0f;
};
struct InputEvent {
int key;
int action;
};
class GravitySystem : public EntitySystem {
public:
explicit GravitySystem(float amount) {
gravityAmount = amount;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
position->y += gravityAmount * deltaTime;
});
}
private:
float gravityAmount;
};
class PositionDebugOutputSystem : public EntitySystem {
public:
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position>([&](Entity *ent, ComponentHandle<Position> position) {
std::cout << ent->getEntityId() << ": "
<< position->x << ", "
<< position->y << ", "
<< position->z
<< std::endl;
});
}
};
class KeyboardMovementSystem : public EntitySystem, public EventSubscriber<InputEvent> {
void configure(World *pWorld) override {
pWorld->subscribe<InputEvent>(this);
}
void receive(World *pWorld, const InputEvent &event) override {
if (event.key == GLFW_KEY_W) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_S) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingZ = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingZ = 0;
}
});
} else if (event.key == GLFW_KEY_A) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = 1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
} else if (event.key == GLFW_KEY_D) {
world->each<Movement>([&](Entity *ent, ComponentHandle<Movement> movement) {
if (event.action == GLFW_PRESS) {
movement->movingX = -1;
} else if (event.action == GLFW_RELEASE) {
movement->movingX = 0;
}
});
}
std::cout << "MyEvent was emitted!" << std::endl;
}
void tick(World *pWorld, float deltaTime) override {
pWorld->each<Position, Movement>(
[&](Entity *ent, ComponentHandle<Position> position, ComponentHandle<Movement> movement) {
position->x += movement->movingX * movement->speedX * deltaTime;
position->y += movement->movingY * movement->speedY * deltaTime;
position->z += movement->movingZ * movement->speedZ * deltaTime;
});
}
void unconfigure(World *pWorld) override {
pWorld->unsubscribeAll(this);
}
};
static void key_callback(GLFWwindow *window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);