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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 19:21:46 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 19:21:46 +0100
commit700892e9a2801902da31835c0069ae27da54cf4c (patch)
treee295850cd73afddc70ebd0d3c1937770a7720cfe
parent6b891f012828bfb780476ab0e757105ffdbfa15b (diff)
implemented feedback
-rw-r--r--src/crepe/facade/SDLContext.h4
-rw-r--r--src/crepe/system/RenderSystem.cpp11
-rw-r--r--src/crepe/system/RenderSystem.h10
3 files changed, 13 insertions, 12 deletions
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 9a514cb..3b17c0b 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -118,10 +118,10 @@ private:
* \param transform Reference to the Transform for positioning.
* \param camera Reference to the Camera for view adjustments.
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & camera) const;
+ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera) ;
void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle,
- const double & scale, const Camera & camera) const;
+ const double & scale, const Camera & camera) ;
//! Clears the screen, preparing for a new frame.
void clear_screen();
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 05b7337..e379771 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -18,9 +18,9 @@
using namespace crepe;
using namespace std;
-void RenderSystem::clear_screen() const { this->context.clear_screen(); }
+void RenderSystem::clear_screen() { this->context.clear_screen(); }
-void RenderSystem::present_screen() const { this->context.present_screen(); }
+void RenderSystem::present_screen() { this->context.present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
@@ -29,6 +29,7 @@ void RenderSystem::update_camera() {
if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
for (Camera & cam : cameras) {
+ if (!cam.active) continue;
this->context.set_camera(cam);
this->curr_cam_ref = &cam;
}
@@ -57,7 +58,7 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const {
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
ComponentManager & mgr = this->component_manager;
@@ -79,11 +80,11 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
this->context.draw(sprite, tm, *this->curr_cam_ref);
}
-void RenderSystem::render() const {
+void RenderSystem::render() {
ComponentManager & mgr = this->component_manager;
vector<reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 1a11d5b..5a2af17 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -31,16 +31,16 @@ 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 the whole screen
- void render() const;
+ void render();
/**
* \brief Renders all the particles on the screen from a given sprite.
@@ -49,7 +49,7 @@ private:
* \param tm the Transform component for scale
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const double & scale) const;
+ bool render_particle(const Sprite & sprite, const double & scale);
/**
* \brief renders a sprite with a Transform component on the screen
@@ -57,7 +57,7 @@ private:
* \param sprite the sprite component that holds all the data
* \param tm the Transform component that holds the position,rotation and scale
*/
- void render_normal(const Sprite & sprite, const Transform & tm) const;
+ void render_normal(const Sprite & sprite, const Transform & tm);
/**
* \brief sort a vector sprite objects with