2022-11-30 00:46:03 +00:00
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#pragma once
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2022-12-15 10:07:22 +00:00
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#include "ecs_system.hpp"
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#include "components/mesh_renderer.hpp"
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#include "log.hpp"
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2022-12-14 22:50:17 +00:00
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#include <cstdint>
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2022-11-30 00:46:03 +00:00
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namespace engine {
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2022-12-15 10:07:22 +00:00
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class RendererSystem : public ecs::System<components::MeshRenderer> {
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public:
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void onUpdate(float ts) override
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{
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for (const auto& [id, data] : m_components) {
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DEBUG("rendering entity {}\tts={}", id, ts);
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}
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}
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};
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2022-12-14 22:50:17 +00:00
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class Scene {
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2022-11-30 00:46:03 +00:00
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public:
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Scene();
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Scene(const Scene&) = delete;
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Scene& operator=(const Scene&) = delete;
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2022-11-30 10:36:50 +00:00
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~Scene();
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2022-11-30 00:46:03 +00:00
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2022-12-15 10:07:22 +00:00
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void update(float ts);
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2022-12-14 22:50:17 +00:00
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uint32_t createEntity()
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{
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return m_nextEntityID++;
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}
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2022-12-15 10:07:22 +00:00
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std::unique_ptr<RendererSystem> m_renderSystem;
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2022-12-14 22:50:17 +00:00
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2022-11-30 00:46:03 +00:00
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private:
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2022-12-14 22:50:17 +00:00
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uint32_t m_nextEntityID = 1000;
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2022-11-30 00:46:03 +00:00
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};
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2022-12-14 22:50:17 +00:00
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}
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