MouseSystem listens for mouse events, and changes value for MouseComponent accordingly
| 120 | |
| 121 | // MouseSystem listens for mouse events, and changes value for MouseComponent accordingly |
| 122 | type MouseSystem struct { |
| 123 | entities []mouseEntity |
| 124 | world *ecs.World |
| 125 | camera *CameraSystem |
| 126 | |
| 127 | mouseX float32 |
| 128 | mouseY float32 |
| 129 | mouseDown bool |
| 130 | } |
| 131 | |
| 132 | // Priority returns a priority higher than most, to ensure that this System runs before all others |
| 133 | func (m *MouseSystem) Priority() int { return MouseSystemPriority } |
nothing calls this directly
no outgoing calls
no test coverage detected