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alalalallalalllala
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@@ -10,39 +10,28 @@
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namespace BBM
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{
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template <class T>
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class RenderScreenSystem : public WAL::System
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{
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//! @brief The window to render on
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RAY::Window &_window;
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//! @brief The camera
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T &_camera;
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public:
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//! @brief ctor
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explicit RenderScreenSystem(RAY::Window &window, T &camera)
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: WAL::System({}),
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_window(window),
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_camera(camera)
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{
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}
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//! @brief The camera used to render.
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RAY::Camera::Camera3D _camera;
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public:
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//! @brief A method called after all entities that this system manage has been updated.
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//! @note render on screen here
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void onSelfUpdate() override
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{
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this->_window.unuseCamera();
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this->_window.setDrawingState(RAY::Window::IDLE);
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this->_window.setDrawingState(RAY::Window::DRAWING);
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this->_window.clear();
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this->_window.useCamera(_camera);
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}
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void onSelfUpdate() override;
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//! @inherit
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void onUpdate(WAL::Entity &entity, std::chrono::nanoseconds dtime) override;
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//! @brief ctor
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explicit RenderScreenSystem(RAY::Window &window);
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//! @brief Default copy ctor
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RenderScreenSystem(const RenderScreenSystem &) = default;
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//! @brief Default dtor
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~RenderScreenSystem() override = default;
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//! @brief Default assignment operator
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RenderScreenSystem &operator=(const RenderScreenSystem &) = default;
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//! @brief A render screen system can't be assigned.
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RenderScreenSystem &operator=(const RenderScreenSystem &) = delete;
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};
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}
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