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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 /src/crepe/system/RenderSystem.cpp
parent9fb2e3a1d697f4961379980651e5434395e372bd (diff)
implemented feedback
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp15
1 files changed, 7 insertions, 8 deletions
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);
}
}