diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-02 18:55:13 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-02 18:55:13 +0100 |
commit | 47e6d987ced269ec16ea455706513025cb9c50c5 (patch) | |
tree | 5cb48ad8565f7c5bd8b03624bc716375b8d2321b /src/crepe/system/RenderSystem.h | |
parent | f23eaa64df8b0ef27f58b1632c5e659fe3737153 (diff) | |
parent | 647eb8e318f1ed1e3ec18505ea4df57025e6ffd5 (diff) |
Merge branch 'master' into niels/rendering_color
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r-- | src/crepe/system/RenderSystem.h | 47 |
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 |