aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system/RenderSystem.h
diff options
context:
space:
mode:
authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-20 14:50:11 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-20 14:50:11 +0100
commit7e0c99bd2b30500c265370fe71bce3f243a10837 (patch)
tree895010f77d0df220e54df377c51e112dad4f27b2 /src/crepe/system/RenderSystem.h
parente714303c486fb81851116710ba5d68e1b469df02 (diff)
parentf78e8011ee77ba5303a5e608cc81c3b303d35943 (diff)
merge `master` into `max/unit-tests`
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h32
1 files changed, 24 insertions, 8 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 87ec494..57b9c73 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,18 +1,23 @@
#pragma once
-#include "api/Camera.h"
+#include <functional>
+#include <vector>
+
+#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:
@@ -25,16 +30,25 @@ 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() const;
+ void render_sprites();
+
+ /**
+ * \brief sort a vector sprite objects with
+ *
+ * \param objs the vector that will do a sorting algorithm on
+ * \return returns a sorted reference vector
+ */
+ std::vector<std::reference_wrapper<Sprite>>
+ sort(std::vector<std::reference_wrapper<Sprite>> & objs);
/**
* \todo Include color handling for sprites.
@@ -48,8 +62,10 @@ private:
private:
//! Pointer to the current active camera for rendering
- Camera * curr_cam = nullptr;
+ Camera * curr_cam_ref = nullptr;
// TODO: needs a better solution
+
+ SDLContext & context = SDLContext::get_instance();
};
} // namespace crepe