Cogs.Core
TextSystem.h
1#pragma once
2
3#include "Systems/ComponentSystem.h"
4#include "Systems/Core/SpriteRenderSystem.h"
5
6#include "Components/Core/TextComponent.h"
7
8#include "Foundation/Geometry/BoundingBox.hpp"
9
10namespace Cogs
11{
12 namespace Core
13 {
14 class Context;
15
19 class TextSystem : public ComponentSystem<TextComponent>
20 {
21 public:
22 TextSystem(Memory::Allocator * allocator, SizeType capacity) : ComponentSystem(allocator, capacity) {}
23
24 void initialize(Context * context) override;
25 void update(Context * context) override;
26
27 private:
29 SpriteMaterialKey spriteMaterial = NoSpriteMaterial;
30 };
31 }
32}
Context * context
Pointer to the Context instance the system lives in.
void update()
Updates the system state to that of the current frame.
Typed component system managing a pool of components with the given ComponentType.
A Context instance contains all the services, systems and runtime components needed to use Cogs.
Definition: Context.h:83
The text system handles TextComponents.
Definition: TextSystem.h:20
void initialize(Context *context) override
Initialize the system.
Definition: TextSystem.cpp:15
Base allocator implementation.
Definition: Allocator.h:30
Contains all Cogs related functionality.
Definition: FieldSetter.h:23
ComponentIndex SizeType
Type used to track the size of pools.
Definition: Component.h:19
static const ResourceHandle_t NoHandle
Handle representing a default (or none if default not present) resource.