8#ifndef GALAXY_SCENE_SCENE_HPP_
9#define GALAXY_SCENE_SCENE_HPP_
106 void only_update_rendering();
116bool load_world(const std::string& file);
123nlohmann::json serialize() override;
130void deserialize(const nlohmann::json& json) override;
134graphics::Camera m_camera;
139entt::dispatcher m_dispatcher;
154int m_velocity_iterations;
159int m_position_iterations;
164 std::size_t m_rendersystem_index;
Wrapper around entt::registry to expand functionality.
Represents a scene in a game.
void on_push() override
When scene is pushed to the stack.
SystemStack m_systems
List of systems to process.
Scene(const Scene &)=delete
Copy constructor.
Scene & operator=(const Scene &)=delete
Copy assignment operator.
void on_pop() override
When scene is popped from the stack.
void clear()
Remove all scene data.
virtual ~Scene()
Destructor.
void add_system(const std::string &system)
Add a system to operate on entities in this scene.
void render()
Render scene.
void update(Registry ®istry)
Process events and updates.
Scene()=delete
Constructor.
A state to use in a finite state machine.
const std::string & name() const noexcept
Get state name.
std::vector< std::shared_ptr< System > > SystemStack
System stack typedef.