Properly link flecs library
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#include <custom_phases.h>
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#include <stdio.h>
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// This application demonstrates how to use custom phases for systems. The
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// default pipeline will automatically run systems for custom phases as long as
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// they have the EcsPhase tag.
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// Dummy system
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void Sys(ecs_iter_t *it) {
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printf("system %s\n", ecs_get_name(it->world, it->system));
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}
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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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// Create two custom phases that branch off of EcsOnUpdate. Note that the
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// phases have the Phase tag, which is necessary for the builtin pipeline
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// to discover which systems it should run.
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ecs_entity_t Physics = ecs_new_w_id(ecs, EcsPhase);
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ecs_entity_t Collisions = ecs_new_w_id(ecs, EcsPhase);
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ecs_add_pair(ecs, Physics, EcsDependsOn, EcsOnUpdate);
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ecs_add_pair(ecs, Collisions, EcsDependsOn, Physics);
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// Create 3 dummy systems.
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ecs_system(ecs, {
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.entity = ecs_entity(ecs, {
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.name = "CollisionSystem",
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.add = { ecs_dependson(Collisions) }
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}),
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.callback = Sys
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});
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ecs_system(ecs, {
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.entity = ecs_entity(ecs, {
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.name = "PhysicsSystem",
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.add = { ecs_dependson(Physics) }
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}),
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.callback = Sys
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});
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ecs_system(ecs, {
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.entity = ecs_entity(ecs, {
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.name = "GameSystem",
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.add = { ecs_dependson(EcsOnUpdate) }
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}),
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.callback = Sys
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});
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// Run pipeline
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ecs_progress(ecs, 0);
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return ecs_fini(ecs);
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// Output
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// system GameSystem
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// system PhysicsSystem
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// system CollisionSystem
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}
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