#pragma once #include "flecs/flecs.h" #include "flecs/flecs_meta.h" #include "components/general.h" #include "components/physics.h" ECS_STRUCT(Input, { double x; double y; uint8_t use; }); typedef struct { ECS_DECLARE_COMPONENT(Input); ECS_DECLARE_ENTITY(EcsActor); ECS_DECLARE_ENTITY(EcsPlayer); ECS_DECLARE_ENTITY(EcsBuilder); ECS_DECLARE_TYPE(Player); ECS_DECLARE_TYPE(Builder); } Controllers; #define ControllersImportHandles(handles)\ ECS_IMPORT_COMPONENT(handles, Input);\ ECS_IMPORT_TYPE(handles, Player);\ ECS_IMPORT_TYPE(handles, Builder);\ ECS_IMPORT_ENTITY(handles, EcsActor);\ ECS_IMPORT_ENTITY(handles, EcsPlayer);\ ECS_IMPORT_ENTITY(handles, EcsBuilder);\ static inline void ControllersImport(ecs_world_t *ecs) { ECS_MODULE(ecs, Controllers); ecs_set_name_prefix(ecs, "Controllers"); ECS_IMPORT(ecs, General); ECS_IMPORT(ecs, Physics); ECS_IMPORT(ecs, FlecsMeta); ECS_META(ecs, Input); ECS_TAG(ecs, EcsActor); ECS_TAG(ecs, EcsPlayer); ECS_TAG(ecs, EcsBuilder); ECS_PREFAB(ecs, Base, general.Position, physics.Velocity, Input); ECS_TYPE(ecs, Player, INSTANCEOF | Base, SWITCH | physics.Movement, CASE | physics.Walking, EcsActor, EcsPlayer); ECS_TYPE(ecs, Builder, INSTANCEOF | Base, SWITCH | physics.Movement, CASE | physics.Flying, EcsActor, EcsBuilder); ECS_SET_COMPONENT(Input); ECS_SET_ENTITY(EcsActor); ECS_SET_ENTITY(EcsPlayer); ECS_SET_ENTITY(EcsBuilder); ECS_SET_TYPE(Builder); ECS_SET_TYPE(Player); }