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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 11:53:17 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 11:53:17 +0100
commit5121e95e5ba98ca5cadfb63b7603731dfb41a322 (patch)
tree9c3131ff5e9aad2522c6362b187f77f04ce2da91
parent9fb2e3a1d697f4961379980651e5434395e372bd (diff)
implemented feedback
-rw-r--r--makefile2
-rw-r--r--mwe/events/include/event.h2
-rw-r--r--src/crepe/api/Sprite.h3
-rw-r--r--src/crepe/facade/SDLContext.h1
-rw-r--r--src/crepe/system/RenderSystem.cpp15
-rw-r--r--src/crepe/system/RenderSystem.h20
6 files changed, 22 insertions, 21 deletions
diff --git a/makefile b/makefile
index dd7c587..32e68c0 100644
--- a/makefile
+++ b/makefile
@@ -6,5 +6,5 @@ doxygen: Doxyfile FORCE
FMT += $(shell git ls-files '*.c' '*.cpp' '*.h' '*.hpp')
format: FORCE
clang-format -i $(FMT)
- $(MAKE) -C src $@
+ #$(MAKE) -C src $@
diff --git a/mwe/events/include/event.h b/mwe/events/include/event.h
index ee1bf52..e1b220b 100644
--- a/mwe/events/include/event.h
+++ b/mwe/events/include/event.h
@@ -148,7 +148,7 @@ private:
};
class ShutDownEvent : public Event {
public:
- ShutDownEvent() : Event("ShutDownEvent") {};
+ ShutDownEvent() : Event("ShutDownEvent"){};
REGISTER_EVENT_TYPE(ShutDownEvent)
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index 0192793..74a55d4 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -2,8 +2,9 @@
#include <memory>
+#include "../Component.h"
+
#include "Color.h"
-#include "Component.h"
#include "Texture.h"
namespace crepe {
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index d437bc4..652a83e 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -21,7 +21,6 @@ namespace crepe {
// typedef is unusable when crepe is packaged. Wouter will fix this later.
typedef SDL_Keycode CREPE_KEYCODES;
-
/**
* \class SDLContext
* \brief Facade for the SDL library
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 82257c4..96c5f27 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -12,10 +12,11 @@
#include "RenderSystem.h"
using namespace crepe;
+using namespace std;
-void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); }
+void RenderSystem::clear_screen() { this->context.clear_screen(); }
-void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); }
+void RenderSystem::present_screen() { this->context.present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
@@ -24,7 +25,7 @@ void RenderSystem::update_camera() {
if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
for (Camera & cam : cameras) {
- SDLContext::get_instance().camera(cam);
+ this->context.camera(cam);
this->curr_cam_ref = &cam;
}
}
@@ -47,14 +48,12 @@ RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
void RenderSystem::render_sprites() {
ComponentManager & mgr = this->component_manager;
+ vector<reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
+ vector<reference_wrapper<Sprite>> sorted_sprites = this->sort(sprites);
- auto sprites = mgr.get_components_by_type<Sprite>();
- auto sorted_sprites = this->sort(sprites);
-
- SDLContext & render = SDLContext::get_instance();
for (const Sprite & sprite : sorted_sprites) {
auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
- render.draw(sprite, transforms[0], *this->curr_cam_ref);
+ this->context.draw(sprite, transforms[0], *this->curr_cam_ref);
}
}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 1176b06..8914b96 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,23 +1,23 @@
#pragma once
-
#include <functional>
#include <vector>
-#include "api/Sprite.h"
-#include "api/Camera.h"
+#include "facade/SDLContext.h"
#include "System.h"
namespace crepe {
+class Camera;
+class Sprite;
+
/**
* \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
- * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, and
- * managing the active camera. It functions as a singleton, providing centralized rendering
- * services for the application.
+ * RenderSystem is responsible for rendering, clearing and presenting the screen, and
+ * managing the active camera.
*/
class RenderSystem : public System {
public:
@@ -30,16 +30,16 @@ public:
private:
//! Clears the screen in preparation for rendering.
- void clear_screen() const;
+ void clear_screen();
//! Presents the rendered frame to the display.
- void present_screen() const;
+ void present_screen();
//! Updates the active camera used for rendering.
void update_camera();
//! Renders all active sprites to the screen.
- void render_sprites() ;
+ void render_sprites();
std::vector<std::reference_wrapper<Sprite>>
sort(std::vector<std::reference_wrapper<Sprite>> & objs);
@@ -58,6 +58,8 @@ private:
//! Pointer to the current active camera for rendering
Camera * curr_cam_ref = nullptr;
// TODO: needs a better solution
+
+ SDLContext & context = SDLContext::get_instance();
};
} // namespace crepe