Properly link flecs library

This commit is contained in:
2023-11-09 11:38:29 +01:00
parent dc585396c3
commit 8edcf9305c
1392 changed files with 390081 additions and 164 deletions

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