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author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-20 14:52:52 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-20 14:52:52 +0100 |
commit | a01c2dc46daeffa0a5c92230d1513047a072c04d (patch) | |
tree | b0df9754cf9c8bd900594816f9bdac20679308c3 /src/crepe/system/RenderSystem.h | |
parent | 81664b46f5cb7c28d629ddafe4cbea7e717d62d2 (diff) | |
parent | f78e8011ee77ba5303a5e608cc81c3b303d35943 (diff) |
Merge branch 'master' into niels/RenderingParticle
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r-- | src/crepe/system/RenderSystem.h | 34 |
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 |