Adapted Escape the Dawn engine.
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#ifndef RenderSystem_h__
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#define RenderSystem_h__
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#include <unordered_map>
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#include "System.h"
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#include "Systems/TransformSystem.h"
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#include "Model.h"
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#include "Texture.h"
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#include "Components/Model.h"
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#include "Components/Transform.h"
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#include "Components/Camera.h"
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#include "Components/Bounds.h"
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#include "Components/Collision.h"
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#include "Renderer.h"
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namespace Systems
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{
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class RenderSystem : public System
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{
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public:
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RenderSystem(World* world, std::shared_ptr<Renderer> renderer)
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: System(world), m_Renderer(renderer){ }
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void Initialize() override;
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std::unordered_map<std::string, std::shared_ptr<Model>> m_CachedModels;
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void OnComponentCreated(std::string type, std:: shared_ptr<Component> component) override;
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void UpdateEntity(double dt, EntityID entity, EntityID parent) override;
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private:
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std::shared_ptr<Renderer> m_Renderer;
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std::shared_ptr<Systems::TransformSystem> m_TransformSystem;
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};
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}
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#endif //RenderSystem_h__
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