Added UniformScale component which keeps an entity's scale at a uniform value relative to the screen.
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#ifndef UniformScaleSystem_h__
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#define UniformScaleSystem_h__
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#include "../GLM.h"
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#include "System.h"
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#include "../Rendering/ESetCamera.h"
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class UniformScaleSystem : public PureSystem
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{
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public:
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UniformScaleSystem(EventBroker* eventBroker);
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virtual void UpdateComponent(World* world, EntityWrapper& entity, ComponentWrapper& cUniformScale, double dt) override;
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private:
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EntityWrapper m_Camera = EntityWrapper::Invalid;
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EventRelay<UniformScaleSystem, Events::SetCamera> m_ESetCamera;
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bool OnSetCamera(const Events::SetCamera& e);
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};
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#endif
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