Properly link flecs library
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5
engine/libs/flecs/examples/c/hello_world/.gitignore
vendored
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5
engine/libs/flecs/examples/c/hello_world/.gitignore
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.bake_cache
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.DS_Store
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.vscode
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gcov
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bin
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#ifndef HELLO_WORLD_H
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#define HELLO_WORLD_H
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/* This generated file contains includes for project dependencies */
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#include "hello_world/bake_config.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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#ifdef __cplusplus
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}
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#endif
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#endif
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/*
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)
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(.)
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.|.
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| |
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_.--| |--._
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.-'; ;`-'& ; `&.
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\ & ; & &_/
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|"""---...---"""|
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\ | | | | | | | /
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`---.|.|.|.---'
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* This file is generated by bake.lang.c for your convenience. Headers of
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* dependencies will automatically show up in this file. Include bake_config.h
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* in your main project file. Do not edit! */
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#ifndef HELLO_WORLD_BAKE_CONFIG_H
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#define HELLO_WORLD_BAKE_CONFIG_H
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/* Headers of public dependencies */
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#include <flecs.h>
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#endif
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11
engine/libs/flecs/examples/c/hello_world/project.json
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engine/libs/flecs/examples/c/hello_world/project.json
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{
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"id": "hello_world",
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"type": "application",
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"value": {
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"author": "Jane Doe",
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"description": "A simple hello world flecs application",
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"use": [
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"flecs"
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]
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}
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}
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64
engine/libs/flecs/examples/c/hello_world/src/main.c
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64
engine/libs/flecs/examples/c/hello_world/src/main.c
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#include <hello_world.h>
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#include <stdio.h>
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typedef struct {
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double x;
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double y;
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} Position, Velocity;
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/* Move system implementation. System callbacks may be called multiple times,
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* as entities are grouped in tables by which components they have, and each
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* table has its own set of component arrays. */
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void Move(ecs_iter_t *it) {
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Position *p = ecs_field(it, Position, 1);
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Velocity *v = ecs_field(it, Velocity, 2);
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/* Print the set of components for the iterated over entities */
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char *type_str = ecs_table_str(it->world, it->table);
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printf("Move entities with [%s]\n", type_str);
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ecs_os_free(type_str);
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/* Iterate entities for the current table */
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for (int i = 0; i < it->count; i ++) {
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p[i].x += v[i].x;
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p[i].y += v[i].y;
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}
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}
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int main(int argc, char *argv[]) {
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/* Create the world */
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ecs_world_t *world = ecs_init_w_args(argc, argv);
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/* Register components */
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ECS_COMPONENT(world, Position);
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ECS_COMPONENT(world, Velocity);
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/* Register system */
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ECS_SYSTEM(world, Move, EcsOnUpdate, Position, Velocity);
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/* Register tags (components without a size) */
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ECS_TAG(world, Eats);
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ECS_TAG(world, Apples);
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ECS_TAG(world, Pears);
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/* Create an entity with name Bob, add Position and food preference */
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ecs_entity_t Bob = ecs_new_entity(world, "Bob");
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ecs_set(world, Bob, Position, {0, 0});
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ecs_set(world, Bob, Velocity, {1, 2});
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ecs_add_pair(world, Bob, Eats, Apples);
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/* Run systems twice. Usually this function is called once per frame */
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ecs_progress(world, 0);
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ecs_progress(world, 0);
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/* See if Bob has moved (he has) */
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const Position *p = ecs_get(world, Bob, Position);
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printf("Bob's position is {%f, %f}\n", p->x, p->y);
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return ecs_fini(world);
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// Output
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// Move entities with [Position, Velocity, (Identifier,Name), (Eats,Apples)]
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// Move entities with [Position, Velocity, (Identifier,Name), (Eats,Apples)]
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// Bob's position is {2.000000, 4.000000}
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}
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