Properly link flecs library
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16
engine/libs/flecs/examples/c/prefabs/basics/include/basics.h
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16
engine/libs/flecs/examples/c/prefabs/basics/include/basics.h
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#ifndef BASICS_H
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#define BASICS_H
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/* This generated file contains includes for project dependencies */
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#include "basics/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 BASICS_BAKE_CONFIG_H
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#define BASICS_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/prefabs/basics/project.json
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engine/libs/flecs/examples/c/prefabs/basics/project.json
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{
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"id": "basics",
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"type": "application",
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"value": {
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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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"public": false
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}
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}
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72
engine/libs/flecs/examples/c/prefabs/basics/src/main.c
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engine/libs/flecs/examples/c/prefabs/basics/src/main.c
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#include <basics.h>
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#include <stdio.h>
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// Prefabs are entities that can be used as templates for other entities. They
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// are created with a builtin Prefab tag, which by default excludes them from
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// queries and systems.
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//
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// Prefab instances are entities that have an IsA relationship to the prefab.
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// The IsA relationship causes instances to inherit the components from the
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// prefab. By default all instances for a prefab share its components.
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//
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// Inherited components save memory as they only need to be stored once for all
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// prefab instances. They also speed up the creation of prefabs, as inherited
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// components don't need to be copied to the instances.
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//
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// To get a private copy of a component, an instance can add it which is called
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// an override. Overrides can be manual (by using add) or automatic (see the
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// override example).
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//
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// If a prefab has children, adding the IsA relationship instantiates the prefab
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// children for the instance (see hierarchy example).
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typedef struct { double value; } Defense;
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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, Defense);
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// Create a SpaceShip prefab with a Defense component.
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ecs_entity_t SpaceShip = ecs_new_prefab(ecs, "SpaceShip");
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ecs_set(ecs, SpaceShip, Defense, {50});
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// Create a prefab instance
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ecs_entity_t inst = ecs_new_entity(ecs, "my_spaceship");
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ecs_add_pair(ecs, inst, EcsIsA, SpaceShip);
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// Because of the IsA relationship, the instance now shares the Defense
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// component with the prefab, and can be retrieved as a regular component:
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const Defense *d_inst = ecs_get(ecs, inst, Defense);
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printf("defense: %f\n", d_inst->value);
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// Because the component is shared, changing the value on the prefab will
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// also change the value for the instance:
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ecs_set(ecs, SpaceShip, Defense, { 100 });
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printf("defense after set: %f\n", d_inst->value); // now prints 100
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// Prefab components can be iterated like regular components:
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ecs_query_t *q = ecs_query(ecs, {
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.filter.terms = {
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{ .id = ecs_id(Defense) }
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}
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});
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ecs_iter_t it = ecs_query_iter(ecs, q);
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while (ecs_query_next(&it)) {
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Defense *d = ecs_field(&it, Defense, 1);
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for (int i = 0; i < it.count; i ++) {
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printf("%s: defense: %f\n",
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ecs_get_name(ecs, it.entities[i]), d[i].value);
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}
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}
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// Output:
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// defense: 50.000000
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// defense after set: 100.000000
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// my_spaceship: defense: 100.000000
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return ecs_fini(ecs);
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}
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