Yet Another Game Engine
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system.h
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1 #pragma once
2 
3 #include "entity.h"
4 
5 namespace yage
6 {
7 
8 class BaseSystem
9 {
10 public:
11  virtual void update(double dt, EntityManager &em) = 0;
12 };
13 
14 template <typename T>
15 class System : public BaseSystem
16 {
17 protected:
19 };
20 
21 } // namespace yage
Definition: system.h:15
Has to keep track of all the different entities and their current state.
Definition: entity.h:24
virtual void update(double dt, EntityManager &em)=0
Definition: system.h:8
ComponentMask active_mask_
Definition: system.h:18
std::bitset< 64 > ComponentMask
The component mask represents all the components that the entity is currently attached to...
Definition: component.h:14