67 lines
1.6 KiB
C++
67 lines
1.6 KiB
C++
#include <cstdio>
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#include <windows.h> // TODO: remove because our dll should not be platform dependant
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#include <Entity/Entity.h>
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#include <Entity/EntityManager.h>
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// Test code
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namespace Game
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{
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struct Door
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{
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DECLARE_ENTITY()
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bool IsOpened;
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};
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DEFINE_ENTITY(Door);
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struct Rock
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{
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DECLARE_ENTITY()
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int Health;
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};
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DEFINE_ENTITY(Rock);
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} // namespace Game
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BOOL APIENTRY DllMain(HMODULE hModule, DWORD ul_reason_for_call, LPVOID lpReserved)
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{
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using namespace Game;
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switch (ul_reason_for_call)
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{
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case DLL_PROCESS_ATTACH:
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{
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// Entity Use case
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InitEntityManager();
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auto& manager = GetEntityManager();
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Door* door = MakeEntity<Door>(manager, 10.0f, 2.0f);
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door->IsOpened = true;
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Entity* ent = door->Base;
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Door* stillDoor = DownCast<Door>(ent);
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Assert(door == stillDoor);
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Rock* rock = MakeEntity<Rock>(manager, 1.f, 2.f);
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rock->Health = 100;
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Assert(door->Base != rock->Base);
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printf("Door is %s\n", door->IsOpened ? "Opened" : "Closed");
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printf("Rock has %d health points\n", rock->Health);
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// Have to manually free for now because im not using arenas or anything
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free(door->Base);
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free(door);
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free(rock->Base);
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free(rock);
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break;
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}
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case DLL_THREAD_ATTACH: break;
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case DLL_THREAD_DETACH: break;
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case DLL_PROCESS_DETACH: break;
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}
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return TRUE;
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}
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