#include <shiva/world/world.hpp>
namespace my_game::systems
class bar : public shiva::ecs::pre_update_system<bar>
bar(shiva::entt::dispatcher &dispatcher, shiva::entt::entity_registry ®istry,
const float &fixed_delta_time) :
system(dispatcher, registry, fixed_delta_time)
void update() noexcept final
std::cout << __FUNCTION__ << " name: " << class_name() << std::endl;
static constexpr auto reflected_functions() noexcept
return shiva::meta::makeMap();
static constexpr auto reflected_members() noexcept
return shiva::meta::makeMap();
class foo : public shiva::ecs::logic_update_system<foo>
foo(shiva::entt::dispatcher &dispatcher, shiva::entt::entity_registry ®istry,
const float &fixed_delta_time) :
system(dispatcher, registry, fixed_delta_time)
void update() noexcept final
std::cout << __FUNCTION__ << " name: " << class_name() << std::endl;
static constexpr auto reflected_functions() noexcept
return shiva::meta::makeMap();
static constexpr auto reflected_members() noexcept
return shiva::meta::makeMap();
class folk : public shiva::ecs::post_update_system<folk>
folk(shiva::entt::dispatcher &dispatcher, shiva::entt::entity_registry ®istry,
const float &fixed_delta_time) :
system(dispatcher, registry, fixed_delta_time)
void update() noexcept final
this->dispatcher_.trigger<shiva::event::quit_game>(0);
std::cout << __FUNCTION__ << " system: " << class_name() << std::endl;
static constexpr auto reflected_functions() noexcept
return shiva::meta::makeMap();
static constexpr auto reflected_members() noexcept
return shiva::meta::makeMap();
class my_world : public shiva::world
system_manager_.load_systems<my_game::systems::foo, my_game::systems::bar, my_game::systems::folk>();