feat: add map background color
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@@ -29,6 +29,8 @@ private:
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std::unique_ptr<WorldShader> m_WorldShader;
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std::unique_ptr<EntityShader> m_EntityShader;
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glm::vec3 m_BackgroundColor;
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bool m_IsometricView = true;
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float m_IsometricShade = m_IsometricView;
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glm::vec2 m_CamPos{};
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@@ -49,6 +51,8 @@ public:
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void setCamPos(const glm::vec2& newPos);
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void setIsometricView(bool isometric); // false = 2D true = Isometric
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void setBackgroundColor(const glm::vec3& color) { m_BackgroundColor = color; }
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glm::vec2 getCursorWorldPos(const glm::vec2& cursorPos, float aspectRatio, float zoom, float windowWidth, float windowHeight);
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private:
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void updateIsometricView();
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