1 #ifndef MSP_GAMEVIEW_RENDERER_H_
2 #define MSP_GAMEVIEW_RENDERER_H_
4 #include <msp/game/camera.h>
5 #include <msp/game/eventobserver.h>
6 #include <msp/game/events.h>
7 #include <msp/game/owned.h>
8 #include <msp/game/system.h>
9 #include <msp/gl/camera.h>
10 #include <msp/gl/sequence.h>
11 #include <msp/gl/simplescene.h>
12 #include <msp/gl/view.h>
13 #include "mspgameview_api.h"
15 namespace Msp::GameView {
19 class MSPGAMEVIEW_API Renderer: public Game::System
24 Game::Handle<Game::Entity> entity;
25 Game::Owned<MeshRenderer> mesh_renderer;
29 Game::EventObserver event_observer;
30 std::vector<RenderedEntity> entities;
31 GL::SimpleScene scene;
32 Game::Handle<Game::Camera> active_camera;
34 std::string current_seq_name;
35 std::unique_ptr<GL::Sequence> sequence;
38 Renderer(Game::Stage &, GL::View &);
42 void entity_created(const Game::Events::EntityCreated &);
43 void entity_destroyed(const Game::Events::EntityDestroyed &);
44 void camera_changed(const Game::Events::CameraChanged &);
47 void tick(Time::TimeDelta) override;
50 } // namespace Msp::GameView