diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:21:31 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-12-07 14:21:31 +0100 |
commit | e7423549a26c0df6db930329e2c4067b1c6777b7 (patch) | |
tree | 0de96a7b935fead6cc9b5d04d09d713047372b1f /src/crepe/system/RenderSystem.h | |
parent | f3009ab8f0785a54d3fd83c0d758c8ebd901adda (diff) | |
parent | fdb4c99e139a264d4e15e6913a3756fc6cccb2f2 (diff) |
merge with master
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r-- | src/crepe/system/RenderSystem.h | 23 |
1 files changed, 9 insertions, 14 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 096d058..e270a6b 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -18,7 +18,7 @@ class Transform; * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering, clearing and presenting the screen, and - * managing the active camera. + * managing the active camera. */ class RenderSystem : public System { public: @@ -37,7 +37,7 @@ private: void present_screen(); //! Updates the active camera used for rendering. - const Camera & update_camera(); + SDLContext::CameraValues update_camera(); //! Renders the whole screen void render(); @@ -52,20 +52,22 @@ private: * constructor is now protected i cannot make tmp inside * \return true if particles have been rendered */ - bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale); + bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, + const double & scale); /** - * \brief renders a sprite with a Transform component on the screen + * \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 + * \param tm the Transform component that holds the position,rotation and scale */ - void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm); + void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, + const Transform & tm); /** * \brief sort a vector sprite objects with * - * \param objs the vector that will do a sorting algorithm on + * \param objs the vector that will do a sorting algorithm on * \return returns a sorted reference vector */ RefVector<Sprite> sort(RefVector<Sprite> & objs) const; @@ -75,13 +77,6 @@ private: * \todo Implement a text component and a button component. * \todo Consider adding text input functionality. */ - -private: - // FIXME: retrieve sdlcontext via mediator after #PR57 - SDLContext & context = SDLContext::get_instance(); - - //! camera postion in the current scene - vec2 cam_pos; }; } // namespace crepe |