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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-20 22:04:09 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-20 22:04:09 +0100 |
commit | dff52c72a9199ceea4eaf67c270916ae11238b45 (patch) | |
tree | c5d298bb0abcdece06060067789fb303e6c8897f /src/crepe/system/RenderSystem.h | |
parent | bfb4dffccec0a902586927c41b2454c8ddacd9e3 (diff) | |
parent | 1cc120a0031cfc19c35240da8390d9129b4d75a3 (diff) |
Merge branch 'master' into loek/scripts
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r-- | src/crepe/system/RenderSystem.h | 25 |
1 files changed, 21 insertions, 4 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 57b9c73..d25a6e3 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -6,6 +6,7 @@ #include "facade/SDLContext.h" #include "System.h" +#include <cmath> namespace crepe { @@ -38,8 +39,25 @@ private: //! Updates the active camera used for rendering. void update_camera(); - //! Renders all active sprites to the screen. - void render_sprites(); + //! 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 @@ -48,11 +66,10 @@ private: * \return returns a sorted reference vector */ std::vector<std::reference_wrapper<Sprite>> - sort(std::vector<std::reference_wrapper<Sprite>> & objs); + sort(std::vector<std::reference_wrapper<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. |