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