asge::game::resources::ActiveCamera
Registry-wide pointer at whichever entity systems::CameraSystem should follow this frame.
#include <ActiveCamera.hpp>Collaboration
classDiagram
class N2["asge::ecs::Entity"]
class N1["asge::game::resources::ActiveCamera"]
N1 --> N2 : m_Entity
click N2 href "structasge_1_1ecs_1_1Entity.html"
click N1 href "structasge_1_1game_1_1resources_1_1ActiveCamera.html"
Set via Registry::SetResource<ActiveCamera>({ entity }); CameraSystem no-ops entirely (leaving IRenderer's camera untouched) while m_Entity is still Entity::Null(), or once set, if that entity doesn't actually carry both a components::Transform and a components::Camera.
Public Attributes
#
ecs::Entity m_Entity { ecs::Entity::Null() }