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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 14:52:52 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 14:52:52 +0100
commita01c2dc46daeffa0a5c92230d1513047a072c04d (patch)
treeb0df9754cf9c8bd900594816f9bdac20679308c3 /src/crepe/system/RenderSystem.h
parent81664b46f5cb7c28d629ddafe4cbea7e717d62d2 (diff)
parentf78e8011ee77ba5303a5e608cc81c3b303d35943 (diff)
Merge branch 'master' into niels/RenderingParticle
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h34
1 files changed, 24 insertions, 10 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 8841f72..b9033fb 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,21 +1,24 @@
#pragma once
-#include "api/Camera.h"
-#include "api/Sprite.h"
-#include "api/Transform.h"
+#include <functional>
+#include <vector>
+
+#include "facade/SDLContext.h"
#include "System.h"
#include <cmath>
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:
@@ -28,10 +31,10 @@ 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();
@@ -54,7 +57,16 @@ 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
+ *
+ * \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.
@@ -67,8 +79,10 @@ 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