Properly link flecs library
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5
engine/libs/flecs/examples/c/rules/setting_variables/.gitignore
vendored
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5
engine/libs/flecs/examples/c/rules/setting_variables/.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 SETTING_VARIABLES_H
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#define SETTING_VARIABLES_H
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/* This generated file contains includes for project dependencies */
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#include "setting_variables/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 SETTING_VARIABLES_BAKE_CONFIG_H
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#define SETTING_VARIABLES_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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{
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"id": "setting_variables",
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"type": "application",
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"value": {
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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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127
engine/libs/flecs/examples/c/rules/setting_variables/src/main.c
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127
engine/libs/flecs/examples/c/rules/setting_variables/src/main.c
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#include <setting_variables.h>
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#include <stdio.h>
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// This example extends the component_inheritance example, and shows how
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// we can use a single rule to match units from different players and platoons
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// by setting query variables before we iterate.
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//
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// The units in this example belong to a platoon, with the platoons belonging
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// to a player.
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static const int PlayerCount = 100;
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static const int PlatoonsPerPlayer = 3;
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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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// Unit datamodel - see component_inheritance example
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ECS_TAG(ecs, Unit);
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ECS_ENTITY(ecs, CombatUnit, (IsA, Unit));
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ECS_ENTITY(ecs, MeleeUnit, (IsA, CombatUnit));
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ECS_ENTITY(ecs, RangedUnit, (IsA, CombatUnit));
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ECS_ENTITY(ecs, Warrior, (IsA, MeleeUnit));
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ECS_ENTITY(ecs, Wizard, (IsA, RangedUnit));
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ECS_ENTITY(ecs, Marksman, (IsA, RangedUnit));
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ECS_ENTITY(ecs, Builder, (IsA, Unit));
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// Player/Platoon tags
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ECS_TAG(ecs, Player);
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ECS_TAG(ecs, Platoon);
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// Populate store with players and platoons
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for (int p = 0; p < PlayerCount; p ++) {
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ecs_entity_t player;
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// Give first player a name so we can look it up later
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if (p == 0) {
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player = ecs_new_entity(ecs, "MyPlayer");
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} else {
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player = ecs_new_id(ecs);
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}
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// Add player tag so we can query for all players if we want to
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ecs_add(ecs, player, Player);
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for (int pl = 0; pl < PlatoonsPerPlayer; pl ++) {
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ecs_entity_t platoon = ecs_new_w_pair(ecs, Player, player);
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// Add platoon tag so we can query for all platoons if we want to
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ecs_add(ecs, platoon, Platoon);
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// Add warriors, wizards and marksmen to the platoon
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ecs_entity_t warrior = ecs_new(ecs, Warrior);
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ecs_add_pair(ecs, warrior, Platoon, platoon);
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ecs_entity_t marksman = ecs_new(ecs, Marksman);
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ecs_add_pair(ecs, marksman, Platoon, platoon);
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ecs_entity_t wizard = ecs_new(ecs, Wizard);
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ecs_add_pair(ecs, wizard, Platoon, platoon);
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}
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}
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// Create a rule to find all RangedUnits for a platoon/player. The
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// equivalent query in the query DSL would look like this:
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// (Platoon, $Platoon), Player($Platoon, $Player)
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//
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// The way to read how this query is evaluated is:
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// - find all entities with (Platoon, *), store * in _Platoon
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// - check if _Platoon has (Player, *), store * in _Player
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ecs_rule_t *r = ecs_rule(ecs, {
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.terms = {
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{ .first.id = RangedUnit },
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{
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.first.id = Platoon,
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.second = { .name = "Platoon", .flags = EcsIsVariable },
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},
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{
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.first.id = Player,
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.src = { .name = "Platoon", .flags = EcsIsVariable },
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.second = { .name = "Player", .flags = EcsIsVariable },
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}
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}
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});
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// If we would iterate this rule it would return all ranged units for all
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// platoons & for all players. We can limit the results to just a single
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// platoon or a single player setting a variable beforehand. In this example
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// we'll just find all platoons & ranged units for a single player.
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int player_var = ecs_rule_find_var(r, "Player");
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int platoon_var = ecs_rule_find_var(r, "Platoon");
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// Iterate rule, limit the results to units of MyPlayer
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ecs_iter_t it = ecs_rule_iter(ecs, r);
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ecs_iter_set_var(&it, player_var, ecs_lookup(ecs, "MyPlayer"));
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while (ecs_rule_next(&it)) {
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ecs_entity_t player = ecs_iter_get_var(&it, player_var);
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ecs_entity_t platoon = ecs_iter_get_var(&it, platoon_var);
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char *platoon_str = ecs_get_fullpath(ecs, platoon);
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char *class_str = ecs_id_str(ecs, ecs_field_id(&it, 1));
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for (int i = 0; i < it.count; i ++) {
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char *unit_str = ecs_get_fullpath(ecs, it.entities[i]);
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printf("Unit %s of class %s in platoon %s for player %s\n",
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unit_str, class_str, platoon_str,
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ecs_get_name(ecs, player));
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ecs_os_free(unit_str);
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}
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ecs_os_free(class_str);
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ecs_os_free(platoon_str);
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}
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ecs_rule_fini(r);
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// Output
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// Unit 513 of class Wizard in platoon 510 for player MyPlayer
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// Unit 517 of class Wizard in platoon 514 for player MyPlayer
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// Unit 521 of class Wizard in platoon 518 for player MyPlayer
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// Unit 512 of class Marksman in platoon 510 for player MyPlayer
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// Unit 516 of class Marksman in platoon 514 for player MyPlayer
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// Unit 520 of class Marksman in platoon 518 for player MyPlayer
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return ecs_fini(ecs);
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}
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