Adapted Escape the Dawn engine.
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#ifndef System_h__
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#define System_h__
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#include "Factory.h"
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#include "Entity.h"
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#include "Component.h"
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class World;
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class System
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{
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public:
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System(World* world) : m_World(world) { }
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virtual ~System() { }
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virtual void Initialize() { }
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// Called once per system every tick
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virtual void Update(double dt) { }
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// Called once for every entity in the world every tick
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virtual void UpdateEntity(double dt, EntityID entity, EntityID parent) { }
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// Called when a component is created
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virtual void OnComponentCreated(std::string type, std::shared_ptr<Component> component) { }
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// Called when a component is removed
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virtual void OnComponentRemoved(std::string type, Component* component) { }
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protected:
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World* m_World;
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};
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class SystemFactory : public Factory<System*> { };
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#endif // System_h__
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