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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-12 07:59:47 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-12-12 07:59:47 +0100
commit0f68177a0384d41a7feff36cc0e1869b6d2ac9aa (patch)
tree4904b60820858efd0ee6ece0af1f2c1fc5846ec5 /src/crepe/system/RenderSystem.h
parent73f8d5c558ebc0820ede241e64a876ff1c5ccefb (diff)
parent194ee3f192c3343c3ccc28dfa97fed180503ffd4 (diff)
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/inputSystem
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