Properly link flecs library
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#ifndef SYNC_POINT_DELETE_H
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#define SYNC_POINT_DELETE_H
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/* This generated file contains includes for project dependencies */
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#include "sync_point_delete/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_DELETE_BAKE_CONFIG_H
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#define SYNC_POINT_DELETE_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_delete",
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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 +1,97 @@
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#include <sync_point_delete.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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// This example shows how to annotate systems that delete entities, in a way
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// that allows the scheduler to correctly insert sync points. See the
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// sync_point example for more details on sync points.
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//
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// While annotating a system for a delete operation follows the same
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// design as other operations, one key difference is that a system often
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// does not know which components a to be deleted entity has. This makes it
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// impossible to annotate the system in advance for specific components.
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//
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// To ensure the scheduler is still able to insert the correct sync points,
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// a system can use a wildcard to indicate that any component could be
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// modified by the system, which forces the scheduler to insert a sync.
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// Basic move system.
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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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// Delete entities when p.x >= 3. Add wildcard annotation to indicate any
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// component could be written by the system. Position itself is added as
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// const, since inside the system we're only reading it.
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ecs.system<const Position>("DeleteEntity")
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.write(flecs::Wildcard)
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.each([](flecs::entity e, const Position& p) {
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if (p.x >= 3) {
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std::cout << "Delete entity " << e.name() << "\n";
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e.destruct();
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}
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});
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// Print resulting Position. Note that this system will never print entities
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// that have been deleted by the previous system.
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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>({0, 0})
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.set<Velocity>({1, 2});
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ecs.entity("e2")
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.set<Position>({1, 2})
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.set<Velocity>({1, 2});
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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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while (ecs.progress()) {
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if (!ecs.count<Position>()) {
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break; // No more entities left with Position
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}
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}
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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 Move
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// info: | | system DeleteEntity
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// info: | | merge
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// info: | schedule: threading: 0, staging: 1:
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// info: | | system PrintPosition
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// info: | | merge
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// e1: {1, 2}
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// e2: {2, 4}
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// Delete entity e2
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// e1: {2, 4}
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// Delete entity e1
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// info: system Move deactivated
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// info: system DeleteEntity deactivated
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// info: system PrintPosition deactivated
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//
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// Removing the wildcard annotation from the DeleteEntity system will
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// remove the first sync point.
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//
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// Note how after both entities are deleted, all three systems are
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// deactivated. This happens when there are no matching entities for a
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// system. A deactivated system is not ran by the scheduler, which reduces
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// overhead.
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}
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