mirror of
https://github.com/zoriya/Bomberman.git
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renderer system is started
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+21
-21
@@ -4,27 +4,27 @@ project(wal)
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set(CMAKE_CXX_STANDARD 20)
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add_library(wal
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sources/Entity/Entity.hpp
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sources/Component/Component.hpp
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sources/System/System.hpp
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sources/Wal.cpp
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sources/Wal.hpp
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sources/Scene/Scene.cpp
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sources/Scene/Scene.hpp
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sources/Exception/WalError.cpp
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sources/Exception/WalError.hpp
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sources/Entity/Entity.cpp
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sources/Component/Component.cpp
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sources/Component/Position/PositionComponent.cpp
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sources/Component/Position/PositionComponent.hpp
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sources/Models/Vector3.hpp
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sources/Component/Movable/MovableComponent.cpp
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sources/Component/Movable/MovableComponent.hpp
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sources/System/Movable/MovableSystem.cpp
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sources/System/Movable/MovableSystem.hpp
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sources/System/System.cpp
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sources/Models/Callback.hpp
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)
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sources/Entity/Entity.hpp
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sources/Component/Component.hpp
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sources/System/System.hpp
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sources/Wal.cpp
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sources/Wal.hpp
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sources/Scene/Scene.cpp
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sources/Scene/Scene.hpp
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sources/Exception/WalError.cpp
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sources/Exception/WalError.hpp
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sources/Entity/Entity.cpp
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sources/Component/Component.cpp
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sources/Component/Position/PositionComponent.cpp
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sources/Component/Position/PositionComponent.hpp
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sources/Models/Vector3.hpp
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sources/Component/Movable/MovableComponent.cpp
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sources/Component/Movable/MovableComponent.hpp
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sources/System/Movable/MovableSystem.cpp
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sources/System/Movable/MovableSystem.hpp
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sources/System/System.cpp
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sources/Models/Callback.hpp
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sources/System/Movable/RendererSystem.cpp sources/System/Movable/RendererSystem.hpp)
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target_include_directories(wal PUBLIC sources)
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@@ -0,0 +1,32 @@
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//
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// Created by cbihan on 24/05/2021.
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//
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#include "RendererSystem.hpp"
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#include "Component/Position/PositionComponent.hpp"
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namespace WAL
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{
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void RendererSystem::onUpdate(Entity &entity, std::chrono::nanoseconds dtime)
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{
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System::onUpdate(entity, dtime);
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}
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void RendererSystem::onFixedUpdate(Entity &entity)
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{
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System::onFixedUpdate(entity);
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}
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void RendererSystem::onSelfUpdate()
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{
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System::onSelfUpdate();
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}
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RendererSystem::RendererSystem()
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: System({
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typeid(PositionComponent)
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})
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{
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}
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}
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@@ -0,0 +1,33 @@
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//
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// Created by cbihan on 24/05/2021.
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//
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#pragma once
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#include "System/System.hpp"
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namespace WAL
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{
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class RendererSystem : public System
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{;
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//! @brief Update the corresponding component of the given entity
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//! @param entity The entity to update.
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//! @param dtime The delta time.
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void onUpdate(Entity &entity, std::chrono::nanoseconds dtime) override;
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//! @brief An alternative of onUpdate that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up.
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//! @remark This should be used for Physics, AI and everything that could be imprecise due to float rounding.
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//! @param entity The entity to update.
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void onFixedUpdate(Entity &entity) override;
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//! @brief A method called after all entities that this system manage has been updated.
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void onSelfUpdate() override;
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public:
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RendererSystem();
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RendererSystem(const RendererSystem &) = default;
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~RendererSystem() override = default;
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RendererSystem &operator=(const RendererSystem &) = default;
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};
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}
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