code fixing after engine update

This commit is contained in:
2019-03-15 00:13:58 +07:00
parent 55a77604be
commit 94b448f395

View File

@@ -9,17 +9,31 @@ using namespace e2d;
namespace
{
class game final : public application {
class game_system final : public ecs::system {
public:
bool frame_tick() final {
void process(ecs::registry& owner) override {
E2D_UNUSED(owner);
const keyboard& k = the<input>().keyboard();
while ( the<window>().should_close() || k.is_key_just_released(keyboard_key::escape) ) {
return false;
if ( k.is_key_just_released(keyboard_key::f12) ) {
the<dbgui>().toggle_visible(!the<dbgui>().visible());
}
the<render>().execute(render::command_block<64>()
.add_command(render::clear_command()
.color_value({1.f, 0.4f, 0.f, 1.f}))
.add_command(render::swap_command(true)));
if ( k.is_key_just_released(keyboard_key::escape) ) {
the<window>().set_should_close(true);
}
}
};
class game final : public high_application {
public:
bool initialize() final{
ecs::registry_filler(the<world>().registry())
.system<game_system>(world::priority_update);
ecs::entity camera_e = the<world>().registry().create_entity();
ecs::entity_filler(camera_e)
.component<camera>(camera()
.background({1.f, 0.4f, 0.f, 1.f}))
.component<actor>(node::create(camera_e));
return true;
}
};
@@ -31,5 +45,6 @@ int e2d_main(int argc, char *argv[]) {
.timer_params(engine::timer_parameters()
.maximal_framerate(100)));
modules::initialize<starter>(argc, argv, params).start<game>();
modules::shutdown<starter>();
return 0;
}