Properly link flecs library
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#ifndef UNION_H
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#define UNION_H
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/* This generated file contains includes for project dependencies */
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#include "union/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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@@ -0,0 +1,24 @@
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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 UNION_BAKE_CONFIG_H
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#define UNION_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": "union",
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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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"language": "c++",
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"public": false
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}
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}
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@@ -0,0 +1,83 @@
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#include <union.h>
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#include <iostream>
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// This example shows how to use union relationships. Union relationships behave
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// much like exclusive relationships in that entities can have only one instance
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// and that adding an instance removes the previous instance.
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//
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// What makes union relationships stand out is that changing the relationship
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// target doesn't change the archetype of an entity. This allows for quick
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// switching of tags, which can be useful when encoding state machines in ECS.
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//
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// There is a tradeoff, and that is that because a single archetype can contain
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// entities with multiple targets, queries need to do a bit of extra work to
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// only return the requested target.
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//
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// This code uses enumeration relationships. See the enum_relations example for
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// more details.
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enum Movement {
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Walking,
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Running
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};
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enum Direction {
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Front,
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Back,
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Left,
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Right
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};
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int main(int argc, char *argv[]) {
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flecs::world ecs(argc, argv);
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ecs.component<Movement>().add(flecs::Union);
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ecs.component<Direction>().add(flecs::Union);
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// Create a query that subscribes for all entities that have a Direction
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// and that are walking
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flecs::query<> q = ecs.query_builder()
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.with(Walking)
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.with<Direction>(flecs::Wildcard)
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.build();
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// Create a few entities with various state combinations
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ecs.entity("e1")
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.add(Walking)
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.add(Front);
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ecs.entity("e2")
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.add(Running)
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.add(Left);
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flecs::entity e3 = ecs.entity("e3")
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.add(Running)
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.add(Back);
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// Add Walking to e3. This will remove the Running case
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e3.add(Walking);
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// Iterate the query
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q.iter([&](const flecs::iter& it) {
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// Get the column with direction states. This is stored as an array
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// with identifiers to the individual states
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auto movement = it.field<flecs::entity_t>(1);
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auto direction = it.field<flecs::entity_t>(2);
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for (auto i : it) {
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// Movement will always be Walking, Direction can be any state
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std::cout << it.entity(i).name()
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<< ": Movement: "
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<< it.world().get_alive(movement[i]).name()
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<< ", Direction: "
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<< it.world().get_alive(direction[i]).name()
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<< std::endl;
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}
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});
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// Output:
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// e3: Movement: Walking, Direction: Back
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// e1: Movement: Walking, Direction: Front
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return 0;
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}
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