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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-12 15:11:51 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-12 15:11:51 +0100
commit33454c2c8d8c0abdfd405608af4e6cd53a25e7c4 (patch)
treeef5131afc629815e993775423602a6e8af5fcb5f /src/crepe/system/RenderSystem.h
parent067247360d68042ad5466b802399338c14d7dc58 (diff)
parent656df6ddd6b5231705798540c347efeebf8ac8a9 (diff)
merge `master` into `loek/cleanup`
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h49
1 files changed, 48 insertions, 1 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 4b910a4..70db21a 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,17 +1,64 @@
#pragma once
+#include "api/Camera.h"
+
#include "System.h"
namespace crepe {
+/**
+ * \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.
+ */
class RenderSystem : public System {
public:
+ /**
+ * \brief Gets the singleton instance of RenderSystem.
+ * \return Reference to the RenderSystem instance.
+ */
static RenderSystem & get_instance();
- void update();
+
+ /**
+ * \brief Updates the RenderSystem for the current frame.
+ * This method is called to perform all rendering operations for the current game frame.
+ */
+ void update() override;
private:
+ // Private constructor to enforce singleton pattern.
RenderSystem();
~RenderSystem();
+
+ //! Clears the screen in preparation for rendering.
+ void clear_screen() const;
+
+ //! Presents the rendered frame to the display.
+ void present_screen() const;
+
+ //! Updates the active camera used for rendering.
+ void update_camera();
+
+ //! Renders all active sprites to the screen.
+ void render_sprites() 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.
+ * \todo Sort all layers by order before rendering.
+ * \todo Consider adding text input functionality.
+ */
+
+private:
+ //! Pointer to the current active camera for rendering
+ Camera * curr_cam = nullptr;
+ // TODO: needs a better solution
};
} // namespace crepe