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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-24 22:12:31 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-24 22:12:31 +0100
commit24e3f0ea7c5ce90af1276dca49644b5e1ac799f6 (patch)
tree465dd020c1700511a1697267268b3d975caefd48 /src/crepe/system/RenderSystem.h
parent6287d4e9068d8bd27a9e62643f54adb69e84befd (diff)
parentbe5ccbe24086d5d4fb407f268c649dcbc36eda6b (diff)
merge
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h52
1 files changed, 42 insertions, 10 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 87ec494..30b41cf 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,18 +1,24 @@
#pragma once
-#include "api/Camera.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:
@@ -25,20 +31,44 @@ 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;
+ //! Renders the whole screen
+ void render();
+
+ /**
+ * \brief Renders all the particles on the screen from a given sprite.
+ *
+ * \param sprite renders the particles with given texture
+ * \param tm the Transform component for scale
+ * \return true if particles have been rendered
+ */
+ bool render_particle(const Sprite & sprite, const double & scale);
+
+ /**
+ * \brief renders a sprite with a Transform component on the screen
+ *
+ * \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);
+
+ /**
+ * \brief sort a vector sprite objects with
+ *
+ * \param objs the vector that will do a sorting algorithm on
+ * \return returns a sorted reference vector
+ */
+ RefVector<Sprite> sort(RefVector<Sprite> & objs) const;
/**
* \todo Include color handling for sprites.
- * \todo Implement particle emitter rendering with sprites.
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
* \todo Ensure each sprite is checked for active status before rendering.
@@ -48,8 +78,10 @@ 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