Properly link flecs library
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#ifndef CUSTOM_RUNNER_H
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#define CUSTOM_RUNNER_H
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/* This generated file contains includes for project dependencies */
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#include "custom_runner/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 CUSTOM_RUNNER_BAKE_CONFIG_H
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#define CUSTOM_RUNNER_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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@@ -0,0 +1,11 @@
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{
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"id": "custom_runner",
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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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"public": false,
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"language": "c++"
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}
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}
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@@ -0,0 +1,63 @@
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#include <custom_runner.h>
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#include <iostream>
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// Systems can be created with a custom run function that takes control over the
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// entire iteration. By default, a system is invoked once per matched table,
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// which means the function can be called multiple times per frame. In some
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// cases that's inconvenient, like when a system has things it needs to do only
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// once per frame. For these use cases, the run callback can be used which is
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// called once per frame per system.
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struct Position {
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double x, y;
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};
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struct Velocity {
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double x, y;
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};
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int main(int, char *[]) {
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flecs::world ecs;
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flecs::system s = ecs.system<Position, const Velocity>()
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// The run function has a signature that accepts a C iterator. By
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// forwarding the iterator to it->callback, the each function of the
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// system is invoked.
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.run([](flecs::iter_t *it) {
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std::cout << "Move begin\n";
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// Walk over the iterator, forward to the system callback
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while (ecs_iter_next(it)) {
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it->callback(it);
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}
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std::cout << "Move end\n";
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})
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.each([](flecs::entity e, Position& p, const Velocity& v) {
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p.x += v.x;
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p.y += v.y;
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std::cout << e.name() << ": {" << p.x << ", " << p.y << "}\n";
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});
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// Create a few test entities for a Position, Velocity query
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ecs.entity("e1")
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.set<Position>({10, 20})
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.set<Velocity>({1, 2});
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ecs.entity("e2")
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.set<Position>({10, 20})
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.set<Velocity>({3, 4});
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// This entity will not match as it does not have Position, Velocity
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ecs.entity("e3")
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.set<Position>({10, 20});
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// Run the system
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s.run();
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// Output
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// Move begin
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// e1: {11, 22}
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// e2: {13, 24}
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// Move end
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}
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