One hell of a GUI interface (minus graphical)

"how does this even work lol"
This commit is contained in:
2014-05-26 02:37:45 +02:00
parent 07c74ff9f5
commit 22442708cc
34 changed files with 466 additions and 353 deletions
+9 -8
View File
@@ -18,6 +18,7 @@
#include "Components/Template.h"
#include "Components/Transform.h"
#include "Renderer.h"
#include "RenderQueue.h"
namespace Systems
{
@@ -25,12 +26,12 @@ namespace Systems
class RenderSystem : public System
{
public:
RenderSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<Renderer> renderer)
: System(world, eventBroker)
, m_Renderer(renderer) { }
RenderSystem(World* world, std::shared_ptr<::EventBroker> eventBroker, std::shared_ptr<::ResourceManager> resourceManager)
: System(world, eventBroker, resourceManager)
{ }
void RegisterComponents(ComponentFactory* cf) override;
void RegisterResourceTypes(ResourceManager* rm) override;
void RegisterResourceTypes(std::shared_ptr<::ResourceManager> rm) override;
void Initialize() override;
std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
@@ -38,12 +39,12 @@ public:
void OnEntityCommit(EntityID entity) override;
void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
private:
std::shared_ptr<Renderer> m_Renderer;
std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
void EnqueueModel(Model* model, glm::mat4 modelMatrix);
void EnqueueSprite(Texture* texture, glm::mat4 modelMatrix);
};