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authorheavydemon21 <48092678+heavydemon21@users.noreply.github.com>2024-12-11 19:57:04 +0100
committerGitHub <noreply@github.com>2024-12-11 19:57:04 +0100
commit194ee3f192c3343c3ccc28dfa97fed180503ffd4 (patch)
treea717b19dde13c131aa6ddaebd5e23567b9c18de0 /src/crepe/system/RenderSystem.h
parent59954bfc14cdb32997a3fb09e6ee1b393a4dc027 (diff)
parent942fd5adcd3e7f73404601933359d22587843f25 (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.h11
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