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author | heavydemon21 <48092678+heavydemon21@users.noreply.github.com> | 2024-12-11 19:57:04 +0100 |
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committer | GitHub <noreply@github.com> | 2024-12-11 19:57:04 +0100 |
commit | 194ee3f192c3343c3ccc28dfa97fed180503ffd4 (patch) | |
tree | a717b19dde13c131aa6ddaebd5e23567b9c18de0 /src/crepe/system/RenderSystem.h | |
parent | 59954bfc14cdb32997a3fb09e6ee1b393a4dc027 (diff) | |
parent | 942fd5adcd3e7f73404601933359d22587843f25 (diff) |
Merge pull request #71 from lonkaars/niels/UI
pixel to game units for input system
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r-- | src/crepe/system/RenderSystem.h | 11 |
1 files changed, 3 insertions, 8 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index e270a6b..fc7b46e 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -2,8 +2,6 @@ #include <cmath> -#include "facade/SDLContext.h" - #include "System.h" #include "types.h" @@ -14,7 +12,6 @@ class Sprite; class Transform; /** - * \class RenderSystem * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering, clearing and presenting the screen, and @@ -37,7 +34,7 @@ private: void present_screen(); //! Updates the active camera used for rendering. - SDLContext::CameraValues update_camera(); + void update_camera(); //! Renders the whole screen void render(); @@ -52,8 +49,7 @@ private: * constructor is now protected i cannot make tmp inside * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, - const double & scale); + bool render_particle(const Sprite & sprite, const double & scale); /** * \brief renders a sprite with a Transform component on the screen @@ -61,8 +57,7 @@ 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 SDLContext::CameraValues & cam, - const Transform & tm); + void render_normal(const Sprite & sprite, const Transform & tm); /** * \brief sort a vector sprite objects with |