Entity system & malloc initialization fixes

This commit is contained in:
Edgaru089 2024-03-04 14:20:50 +08:00
parent 07b5a8df79
commit abb9eb569f
10 changed files with 172 additions and 28 deletions

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@ -1,9 +1,9 @@
If:
PathMatch: [.*\.h, .*\.c]
CompileFlags:
Add: [-xc, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]
Add: [-xc, -Wall, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]
---
If:
PathMatch: [.*\.hpp, .*\.cpp]
CompileFlags:
Add: [-xc++, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]
Add: [-xc++, -Wall, -DWIN32_LEAN_AND_MEAN, -I/home/edgar/Codes/JacksEscape/easyx/include, -target, x86_64-pc-windows-gnu]

4
App.c
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@ -1,5 +1,6 @@
#include "App.h"
#include "Entity.h"
#include "Input.h"
#include "Physics_Component.h"
#include "Player_Component.h"
@ -12,12 +13,14 @@ App *app_NewApp() {
app->input = input_NewSystem(app);
app->physics = physics_NewSystem(app);
app->player = player_NewSystem(app);
app->entity = entity_NewSystem(app);
return app;
}
void app_DeleteApp(App *app) {
input_DeleteSystem(app->input);
entity_DeleteSystem(app->entity);
physics_DeleteSystem(app->physics);
player_DeleteSystem(app->player);
@ -29,4 +32,5 @@ void app_Advance(App *app, Duration deltaTime) {
input_Advance(app->input);
player_Advance(app->player, deltaTime);
physics_Advance(app->physics, deltaTime);
entity_Advance(app->entity, deltaTime);
}

1
App.h
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@ -11,6 +11,7 @@ typedef struct _App {
System_Physics *physics;
System_Player *player;
System_Input *input;
System_Entity *entity;
} App;
App *app_NewApp();

7
App_Render.cpp Normal file
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@ -0,0 +1,7 @@
#include "App.h"
#include <graphics.h>
void app_Render() {
}

112
Entity.c Normal file
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@ -0,0 +1,112 @@
#include "Entity.h"
#include "App.h"
#include "Physics_Component.h"
#include "util/assert.h"
#include "util/tree.h"
#include "util/vector.h"
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
System_Entity *entity_NewSystem(App *super) {
System_Entity *sys = malloc(sizeof(System_Entity));
sys->entities = tree_Create(sizeof(Entity));
sys->maxID = 0;
sys->super = super;
sys->flaggedDelete = vector_Create(sizeof(uintptr_t));
return sys;
}
void entity_DeleteSystem(System_Entity *sys) {
for (tree_Node *i = tree_FirstNode(sys->entities);
i != NULL;
i = tree_Node_Next(i)) {
Entity *e = (Entity *)(i->data);
physics_DeleteEntity(sys->super->physics, e->id);
player_DeleteEntity(sys->super->player, e->id);
if (e->position)
free(e->position);
if (e->hitbox)
free(e->hitbox);
if (e->player)
free(e->player);
if (e->name)
free(e->name);
}
tree_Destroy(sys->entities);
vector_Destroy(sys->flaggedDelete);
}
Entity *entity_Create(System_Entity *sys, const char *name) {
uintptr_t id = ++sys->maxID;
bool added = false;
Entity *e = (Entity *)(tree_Insert(sys->entities, id, &added));
ASSERT(added && "entity ID conflict in entity_Create");
memset(e, 0, sizeof(Entity));
e->id = id;
size_t len;
if (name && (len = strlen(name)) > 0) {
e->name = malloc(len + 1);
memcpy(e->name, name, len + 1);
}
return e;
}
static inline void _entity_Delete(System_Entity *sys, uintptr_t id) {
tree_Node *node = tree_FindNode(sys->entities, id);
if (!node) {
fprintf(stderr, "[entity_Delete][WARN] Missing entity ID [%d]\n", id);
return;
}
Entity *e = (Entity *)(node->data);
fprintf(stderr, "[entity_Delete] Deleting \"%s\"[%d]\n", e->name, e->id);
physics_DeleteEntity(sys->super->physics, e->id);
player_DeleteEntity(sys->super->player, e->id);
if (e->position)
free(e->position);
if (e->hitbox)
free(e->hitbox);
if (e->player)
free(e->player);
if (e->name)
free(e->name);
tree_Delete(sys->entities, node);
}
void entity_Delete(System_Entity *sys, uintptr_t id) {
vector_Push(sys->flaggedDelete, &id);
}
void entity_Advance(System_Entity *sys, Duration deltaTime) {
// Delete flagged entities
for (int i = 0; i < vector_Size(sys->flaggedDelete); i++) {
_entity_Delete(sys, *(uintptr_t *)(vector_At(sys->flaggedDelete, i)));
}
for (tree_Node *i = tree_FirstNode(sys->entities);
i != NULL;
i = tree_Node_Next(i)) {
Entity *e = (Entity *)(i->data);
if (e->thinker)
e->thinker(e, deltaTime);
}
}

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@ -1,7 +1,9 @@
#pragma once
#include <stdint.h>
#include "Types.h"
#include "util/vector.h"
#include "util/tree.h"
#include "Physics_Component.h"
#include "Player_Component.h"
@ -11,17 +13,44 @@ extern "C" {
#endif
typedef struct _Entity Entity;
typedef void (*entity_Thinker)(Entity *e, Duration deltaTime); // The Thinker function type assigned to Entities
// Entity.
typedef struct _Entity {
uintptr_t id;
char *name;
char *name; // Allocated on the stack & copied
Component_Position *position;
Component_Hitbox *hitbox;
Component_Player *player;
entity_Thinker thinker; // Called by System_Entity each frame if not NULL.
void *thinkerData; // Data managed by the Thinker, if exists.
} Entity;
typedef struct _App App;
// Entity manager.
typedef struct {
App *super;
tree_Tree *entities; // Contains Entity objects on the nodes
uintptr_t maxID;
vector_Vector *flaggedDelete;
} System_Entity;
System_Entity *entity_NewSystem(App *super);
void entity_DeleteSystem(System_Entity *sys);
Entity *entity_Create(System_Entity *sys, const char *name);
void entity_Delete(System_Entity *sys, uintptr_t id);
void entity_Advance(System_Entity *sys, Duration deltaTime);
#ifdef __cplusplus
}
#endif

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@ -19,7 +19,9 @@ void input_SetDefaultKeymap(System_Input *sys) {
System_Input *input_NewSystem(App *super) {
System_Input *sys = malloc(sizeof(System_Input));
memset(sys, 0, sizeof(System_Input));
sys->super = super;
input_SetDefaultKeymap(sys);
return sys;
}

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@ -36,10 +36,10 @@ const char *input_KeyNames[input_Key_Count] = {
// States a key might in
typedef enum {
Pressed,
JustPressed,
Released,
JustReleased
JustReleased,
Pressed,
JustPressed
} input_KeyState;
static inline bool input_IsPressed(input_KeyState state) { return state == Pressed || state == JustPressed; }

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@ -30,7 +30,6 @@ System_Physics *physics_NewSystem(App *super) {
sys->pos = tree_Create(sizeof(uintptr_t));
sys->hit = tree_Create(sizeof(uintptr_t));
sys->flaggedDelete = vector_Create(sizeof(uintptr_t));
return sys;
}
@ -38,7 +37,6 @@ System_Physics *physics_NewSystem(App *super) {
void physics_DeleteSystem(System_Physics *sys) {
tree_Destroy(sys->pos);
tree_Destroy(sys->hit);
vector_Destroy(sys->flaggedDelete);
}
@ -52,7 +50,13 @@ void physics_AddEntity(System_Physics *sys, Entity *e) {
}
void physics_DeleteEntity(System_Physics *sys, uintptr_t id) {
vector_Push(sys->flaggedDelete, &id);
tree_Node *n;
n = tree_FindNode(sys->pos, id);
if (n)
tree_Delete(sys->pos, n);
n = tree_FindNode(sys->hit, id);
if (n)
tree_Delete(sys->hit, n);
}
@ -82,20 +86,6 @@ static inline void _physics_AdvanceEntity(System_Physics *sys, Entity *e, Durati
void physics_Advance(System_Physics *sys, Duration deltaTime) {
// Delete flagged entities
while (vector_Size(sys->flaggedDelete)) {
uintptr_t id;
vector_Pop(sys->flaggedDelete, &id);
tree_Node *n;
n = tree_FindNode(sys->pos, id);
if (n)
tree_Delete(sys->pos, n);
n = tree_FindNode(sys->hit, id);
if (n)
tree_Delete(sys->hit, n);
}
for (tree_Node *i = tree_FirstNode(sys->pos);
i != NULL;
i = tree_Node_Next(i)) {

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@ -54,7 +54,6 @@ typedef struct {
App *super;
// Every Position & Hitbox components
tree_Tree *pos, *hit;
vector_Vector *flaggedDelete;
} System_Physics;
// Returns an empty physics system.