fix main after update

This commit is contained in:
BlackMATov
2020-02-06 17:52:01 +07:00
parent f933d7b4f3
commit 6c19724a36

View File

@@ -9,10 +9,13 @@ using namespace e2d;
namespace
{
class game_system final : public ecs::system {
class game_system final : public systems::update_system {
public:
void process(ecs::registry& owner) override {
E2D_UNUSED(owner);
void process(
ecs::registry& owner,
const systems::update_event& event) override
{
E2D_UNUSED(owner, event);
const keyboard& k = the<input>().keyboard();
if ( k.is_key_just_released(keyboard_key::f12) ) {
@@ -32,14 +35,36 @@ namespace
class game final : public starter::application {
public:
bool initialize() final {
ecs::registry_filler(the<world>().registry())
.system<game_system>(world::priority_update);
{
ecs::registry_filler(the<world>().registry())
.feature<struct game_feature>(ecs::feature()
.add_system<game_system>());
}
{
prefab scene_prefab;
scene_prefab.prototype()
.component<named>(named()
.name("scene"))
.component<scene>();
prefab camera_prefab;
camera_prefab.prototype()
.component<named>(named()
.name("camera"))
.component<camera>(camera()
.background({1.f, 0.4f, 0.f, 1.f}))
.component<camera::gizmos>();
gobject scene_go = the<world>().instantiate(scene_prefab);
gobject camera_go = the<world>().instantiate(camera_prefab);
node_iptr scene_node = scene_go.component<actor>()->node();
node_iptr camera_node = camera_go.component<actor>()->node();
scene_node->add_child(camera_node);
}
const gobject_iptr camera_i = the<world>().instantiate();
camera_i->entity_filler()
.component<camera>(camera()
.background({1.f, 0.4f, 0.f, 1.f}))
.component<actor>(node::create(camera_i));
return true;
}
};