SystemFactory for dynamic creation and fetching of systems in a world.
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#ifndef GameWorld_h__
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#define GameWorld_h__
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#include "World.h"
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#include "Renderer.h"
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#include "Systems/CollisionSystem.h"
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#include "Systems/InputSystem.h"
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#include "Systems/LevelGenerationSystem.h"
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#include "Systems/ParticleSystem.h"
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#include "Systems/PlayerSystem.h"
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#include "Systems/RenderSystem.h"
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#include "Systems/SoundSystem.h"
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#include "Components/Bounds.h"
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#include "Components/Camera.h"
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#include "Components/Collision.h"
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#include "Components/DirectionalLight.h"
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#include "Components/Input.h"
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#include "Components/Model.h"
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#include "Components/ParticleEmitter.h"
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#include "Components/PointLight.h"
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#include "Components/PowerUp.h"
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#include "Components/SoundEmitter.h"
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#include "Components/Sprite.h"
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#include "Components/Stat.h"
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#include "Components/Template.h"
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#include "Components/Transform.h"
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class GameWorld : public World
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{
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public:
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GameWorld(std::shared_ptr<Renderer> renderer);
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void Initialize() override;
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void RegisterSystems() override;
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void RegisterComponents() override;
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void Update(double dt) override;
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private:
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std::shared_ptr<Renderer> m_Renderer;
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};
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GameWorld::GameWorld(std::shared_ptr<Renderer> renderer)
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: m_Renderer(renderer), World()
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{
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}
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void GameWorld::Initialize()
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{
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World::Initialize();
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AddSystem("InputSystem");
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}
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void GameWorld::RegisterSystems()
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{
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//m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
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m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
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//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
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//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
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//m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
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//m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
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//m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
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}
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void GameWorld::RegisterComponents()
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{
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m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
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m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
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m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
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m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
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m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
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m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
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m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
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m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
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m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
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m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
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m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
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m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
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m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
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m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
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}
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void GameWorld::Update(double dt)
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{
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World::Update(dt);
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}
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#endif // GameWorld_h__
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