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authorAki <please@ignore.pl>2023-02-11 16:50:09 +0100
committerAki <please@ignore.pl>2023-02-11 17:08:00 +0100
commite66011756340e03fe941723f762119ed78ec2402 (patch)
tree5d699632b0d7683c96f5db81ba440d81bbac338e /engine/src
parentf9269a45b82f637173e30760e1f4febc7ccb2b3e (diff)
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Added ConstContext for drawing systems
This whole ongoing refactoring process is meant to better understand relationships between Battle, Simulation and Systems.
Diffstat (limited to 'engine/src')
-rw-r--r--engine/src/Context.cpp25
1 files changed, 23 insertions, 2 deletions
diff --git a/engine/src/Context.cpp b/engine/src/Context.cpp
index eeec938..8c81c89 100644
--- a/engine/src/Context.cpp
+++ b/engine/src/Context.cpp
@@ -3,6 +3,7 @@
#include <entt/entity/registry.hpp>
#include <entt/signal/dispatcher.hpp>
+#include <kurator/engine/Camera.h>
#include <kurator/engine/Clock.h>
@@ -12,10 +13,30 @@ namespace engine
{
-Context::Context(entt::registry& registry_, entt::dispatcher& dispatcher_, Clock& clock_) :
+Context::Context(entt::registry& registry_, entt::dispatcher& dispatcher_, Clock& clock_, Camera& camera_) :
registry {registry_},
dispatcher {dispatcher_},
- clock {clock_}
+ clock {clock_},
+ camera {camera_}
+{
+}
+
+
+Context::operator ConstContext() const
+{
+ return ConstContext{registry, dispatcher, clock, camera};
+}
+
+
+ConstContext::ConstContext(
+ const entt::registry& registry_,
+ const entt::dispatcher& dispatcher_,
+ const Clock& clock_,
+ const Camera& camera_) :
+ registry {registry_},
+ dispatcher {dispatcher_},
+ clock {clock_},
+ camera {camera_}
{
}