restructure around entt
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@@ -1,6 +1,6 @@
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#include <Aeon/Aeon.hpp>
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#include <Aeon/Core/Events.hpp>
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#include <Aeon/Entity/ComponentController.hpp>
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#include <Aeon/Entity/Entity.hpp>
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#include <Aeon/Rendering/ImGui.hpp>
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#include <iostream>
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@@ -51,7 +51,6 @@ public:
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void FrameTick() override
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{
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ImGui::Begin("Debug");
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ImGui::End();
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@@ -77,34 +76,14 @@ public:
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ExampleGame()
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: App({"Example"}, {"Game with AEON!"})
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{
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// EC::EntityRegistry registry;
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//
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// EC::Entity entity1 = registry.Create();
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//
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// std::cout << "1: " << entity1 << std::endl;
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//
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// std::vector<EC::Entity> entities;
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//
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// for (int i = 0; i < 100; i++)
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// {
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// entities.push_back(registry.Create());
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// }
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//
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// std::cout << entities[entities.size()] << std::endl;
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//
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// for (int i = 0; i < 100; i++)
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// {
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// std::cout << "ENtity in vector pos " << i << " " << entities[i] << std::endl;
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// registry.Destroy(entities[i]);
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// }
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//
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// EC::Entity entity2 = registry.Create();
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// std::cout << "2: " << entity2 << std::endl;
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const auto entity = this->mEntityRegistry.create();
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entity.emplace<EC::Transform>();
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Level* level = new Level;
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PushLayer((Core::GameLayer*)level);
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DebugLayer* debug = new DebugLayer;
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PushDebugLayer(debug);
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PushDebugLayer(&debug);
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DebugLayer debug;
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Run();
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delete level;
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}
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