Properly link flecs library
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#ifndef SYNC_POINT_H
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#define SYNC_POINT_H
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/* This generated file contains includes for project dependencies */
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#include "sync_point/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 SYNC_POINT_BAKE_CONFIG_H
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#define SYNC_POINT_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": "sync_point",
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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 +1,78 @@
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#include <sync_point.h>
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#include <iostream>
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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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// System that sets velocity using ecs_set for entities with Position.
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// While systems are progressing, operations like ecs_set are deferred until
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// it is safe to merge. By default this merge happens at the end of the
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// frame, but we can annotate systems to give the scheduler more information
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// about what it's doing, which allows it to insert sync points earlier.
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//
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// Note that sync points are never necessary/inserted for systems that write
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// components provided by their signature, as these writes directly happen
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// in the ECS storage and are never deferred.
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//
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// .inout_none() for Position tells the scheduler that while we
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// want to match entities with Position, we're not interested in reading or
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// writing the component value.
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ecs.system("SetVelocity")
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.with<Position>().inout_none()
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.write<Velocity>() // Velocity is written, but shouldn't be matched
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.each([](flecs::entity e) {
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e.set<Velocity>({1, 2});
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});
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// This system reads Velocity, which causes the insertion of a sync point.
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ecs.system<Position, const Velocity>("Move")
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.each([](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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});
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// Print resulting Position
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ecs.system<const Position>("PrintPosition")
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.each([](flecs::entity e, const Position& p) {
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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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// Run systems. Debug logging enables us to see the generated schedule
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flecs::log::set_level(1);
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ecs.progress();
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flecs::log::set_level(-1); // Restore so we don't get world cleanup logs
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// Output:
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// info: pipeline rebuild:
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// info: | schedule: threading: 0, staging: 1:
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// info: | | system SetVelocity
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// info: | | merge
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// info: | schedule: threading: 0, staging: 1:
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// info: | | system Move
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// info: | | system PrintPosition
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// info: | | merge
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// e1: {11.000000, 22.000000}
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// e2: {11.000000, 22.000000}
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//
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// The "merge" lines indicate sync points.
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//
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// Removing '.write<Velocity>()' from the system will remove the first
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// sync point from the schedule.
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}
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