// // Created by Zoe Roux on 2021-06-04. // #pragma once #include "Entity/Entity.hpp" #include "View/View.hpp" #include namespace WAL { //! @brief A base class that represent a system. class ISystem { public: //! @brief Update the whole system (every entities that this system is responsible can be updated. //! @param dtime The delta time since the last call to this method. virtual void update(std::chrono::nanoseconds dtime) = 0; //! @brief An alternative of update that is called every 8ms (120 times per seconds). If the system slow down, it will try to catch up. //! @remark This should be used for Physics, AI and everything that could be imprecise due to float rounding. virtual void fixedUpdate() = 0; //! @brief Get a view containing every entity this system should update. virtual IView &getView() = 0; //! @brief A virtual default destructor. virtual ~ISystem() = default; }; }