engine/include/scene.hpp

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