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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-15 17:25:12 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-15 17:25:12 +0100
commitf51ddfac7b8948a43a40894185238c8a1ceeb5c4 (patch)
tree0142629fd34b2704f2d92a2f4d888ed0d82fc43f /src/crepe/system/RenderSystem.cpp
parentbe1e97bc7a494963ab1567492fafcda99e36f683 (diff)
wrap lines at column 95 instead of 80
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp17
1 files changed, 5 insertions, 12 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 10211a3..a488370 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -20,18 +20,13 @@ RenderSystem & RenderSystem::get_instance() {
return instance;
}
-void RenderSystem::clear_screen() const {
- SDLContext::get_instance().clear_screen();
-}
+void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); }
-void RenderSystem::present_screen() const {
- SDLContext::get_instance().present_screen();
-}
+void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<Camera>> cameras
- = mgr.get_components_by_type<Camera>();
+ std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>();
for (Camera & cam : cameras) {
SDLContext::get_instance().camera(cam);
@@ -42,13 +37,11 @@ void RenderSystem::render_sprites() const {
ComponentManager & mgr = ComponentManager::get_instance();
- std::vector<std::reference_wrapper<Sprite>> sprites
- = mgr.get_components_by_type<Sprite>();
+ std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
SDLContext & render = SDLContext::get_instance();
for (const Sprite & sprite : sprites) {
- auto transforms
- = mgr.get_components_by_id<Transform>(sprite.game_object_id);
+ auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
render.draw(sprite, transforms[0], *curr_cam);
}
}