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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-08 20:21:36 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-08 20:21:36 +0100
commit506de66aaecc9b82415dde46058b848e46bc7258 (patch)
treea3f2427b0882d07f2d960b7214170533ad241830 /src/crepe/system/RenderSystem.h
parent7817c85e84560933a33ad86ec3f9ca3d48d327d5 (diff)
nitpicks (merge #27)
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h80
1 files changed, 32 insertions, 48 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index ec80a0e..70db21a 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -4,7 +4,6 @@
#include "System.h"
-
namespace crepe {
/**
@@ -18,63 +17,48 @@ namespace crepe {
class RenderSystem : public System {
public:
- /**
- * \brief Gets the singleton instance of RenderSystem.
- * \return Reference to the RenderSystem instance.
- */
- static RenderSystem & get_instance();
+ /**
+ * \brief Gets the singleton instance of RenderSystem.
+ * \return Reference to the RenderSystem instance.
+ */
+ static RenderSystem & get_instance();
- /**
- * \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;
+ /**
+ * \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:
- /**
- * \brief Constructs a RenderSystem instance.
- * Private constructor to enforce singleton pattern.
- */
- RenderSystem();
-
- /**
- * \brief Destroys the RenderSystem instance.
- */
- ~RenderSystem();
+ // Private constructor to enforce singleton pattern.
+ RenderSystem();
+ ~RenderSystem();
- /**
- * \brief Clears the screen in preparation for rendering.
- */
- void clear_screen() const;
+ //! Clears the screen in preparation for rendering.
+ void clear_screen() const;
- /**
- * \brief Presents the rendered frame to the display.
- */
- void present_screen() const;
+ //! Presents the rendered frame to the display.
+ void present_screen() const;
- /**
- * \brief Updates the active camera used for rendering.
- */
- void update_camera();
+ //! Updates the active camera used for rendering.
+ void update_camera();
- /**
- * \brief Renders all active sprites to the screen.
- */
- void render_sprites() const;
+ //! 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.
- */
+ /**
+ * \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
- // \todo needs a better solution
- Camera * curr_cam;
+ Camera * curr_cam = nullptr;
+ // TODO: needs a better solution
};
} // namespace crepe