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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 18:55:13 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-02 18:55:13 +0100
commit47e6d987ced269ec16ea455706513025cb9c50c5 (patch)
tree5cb48ad8565f7c5bd8b03624bc716375b8d2321b /src/crepe/system/RenderSystem.h
parentf23eaa64df8b0ef27f58b1632c5e659fe3737153 (diff)
parent647eb8e318f1ed1e3ec18505ea4df57025e6ffd5 (diff)
Merge branch 'master' into niels/rendering_color
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h47
1 files changed, 32 insertions, 15 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 6126dfe..4d542ec 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,20 +1,24 @@
#pragma once
-#include "api/Camera.h"
-#include "api/Sprite.h"
-#include "api/Transform.h"
+#include <cmath>
+
+#include "facade/SDLContext.h"
#include "System.h"
+#include "types.h"
namespace crepe {
+class Camera;
+class Sprite;
+class Transform;
+
/**
* \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:
@@ -27,13 +31,13 @@ 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();
+ const Camera & update_camera();
//! Renders the whole screen
void render();
@@ -48,22 +52,35 @@ private:
* constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite &, Transform tm);
+ bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale);
- void render_normal(const Sprite &, const Transform & tm);
+ /**
+ * \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 Camera & cam, 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 Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
- * \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
+ SDLContext & context = SDLContext::get_instance();
+
+ //! camera postion in the current scene
+ vec2 cam_pos;
};
} // namespace crepe