Properly link flecs library
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61
engine/libs/flecs/examples/c/entities/basics/src/main.c
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61
engine/libs/flecs/examples/c/entities/basics/src/main.c
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#include <basics.h>
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#include <stdio.h>
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typedef struct {
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double x, y;
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} Position;
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int main(int argc, char *argv[]) {
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ecs_world_t *ecs = ecs_init_w_args(argc, argv);
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ECS_COMPONENT(ecs, Position);
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ECS_TAG(ecs, Walking);
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// Create an entity with name Bob
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ecs_entity_t bob = ecs_set_name(ecs, 0, "Bob");
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// The set operation finds or creates a component, and sets it.
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ecs_set(ecs, bob, Position, {10, 20});
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// The add operation adds a component without setting a value. This is
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// useful for tags, or when adding a component with its default value.
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ecs_add(ecs, bob, Walking);
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// Get the value for the Position component
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const Position *ptr = ecs_get(ecs, bob, Position);
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printf("{%f, %f}\n", ptr->x, ptr->y);
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// Overwrite the value of the Position component
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ecs_set(ecs, bob, Position, {20, 30});
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// Create another named entity
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ecs_entity_t alice = ecs_set_name(ecs, 0, "Alice");
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ecs_set(ecs, alice, Position, {10, 20});
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ecs_add(ecs, alice, Walking);
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// Print all the components the entity has. This will output:
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// Position, Walking, (Identifier,Name)
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char *str = ecs_type_str(ecs, ecs_get_type(ecs, alice));
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printf("[%s]\n", str);
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ecs_os_free(str);
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// Remove tag
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ecs_remove(ecs, alice, Walking);
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// Iterate all entities with Position
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ecs_iter_t it = ecs_term_iter(ecs, &(ecs_term_t){ .id = ecs_id(Position) });
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while (ecs_term_next(&it)) {
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Position *p = ecs_field(&it, Position, 1);
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for (int i = 0; i < it.count; i ++) {
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printf("%s: {%f, %f}\n", ecs_get_name(ecs, it.entities[i]),
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p[i].x, p[i].y);
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}
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}
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return ecs_fini(ecs);
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// Output
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// {10.000000, 20.000000}
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// [Position, Walking, (Identifier,Name)]
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// Alice: {10.000000, 20.000000}
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// Bob: {20.000000, 30.000000}
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}
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