1#include <component_inheritance.h>
2#include <stdio.h>
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6int main(int argc, char *argv[]) {
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52 .terms = {{ .id = RangedUnit }}
53 });
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58 for (int i = 0; i < it.count; i ++) {
59 printf(
"Unit %s found\n",
ecs_get_name(ecs, it.entities[i]));
60 }
61 }
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72}
void ecs_add_id(ecs_world_t *world, ecs_entity_t entity, ecs_id_t component)
Add a (component) ID to an entity.
ecs_id_t ecs_entity_t
An entity identifier.
struct ecs_world_t ecs_world_t
A world is the container for all ECS data and supporting features.
#define ecs_add_pair(world, subject, first, second)
Add a pair to an entity.
#define ecs_entity(world,...)
Shorthand for creating an entity with ecs_entity_init().
#define ECS_TAG(world, id)
Declare and define a tag.
#define ecs_query(world,...)
Shorthand for creating a query with ecs_query_init().
const char * ecs_get_name(const ecs_world_t *world, ecs_entity_t entity)
Get the name of an entity.
bool ecs_query_next(ecs_iter_t *it)
Progress a query iterator.
void ecs_query_fini(ecs_query_t *query)
Delete a query.
ecs_iter_t ecs_query_iter(const ecs_world_t *world, const ecs_query_t *query)
Create a query iterator.
int ecs_fini(ecs_world_t *world)
Delete a world.
ecs_world_t * ecs_init_w_args(int argc, char *argv[])
Create a new world with arguments.
Queries are lists of constraints (terms) that match entities.