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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 11:26:12 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-14 11:26:12 +0100
commit01c09a196c3f3e5cefaa4119a95a1cdeb7b9c263 (patch)
tree5667369a85bd06b683c67de42bf0311c2647912b /src/crepe/system/RenderSystem.h
parent6e13510f3c6d4155707f748d237bb1fa05243450 (diff)
parent8600b8a29351aae26ec7b22f84aeeef92d8cb421 (diff)
merge `loek/cleanup` into `loek/audio`
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h13
1 files changed, 2 insertions, 11 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 70db21a..da4e910 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -15,14 +15,8 @@ namespace crepe {
* rendering services for the application.
*/
class RenderSystem : public System {
-
public:
- /**
- * \brief Gets the singleton instance of RenderSystem.
- * \return Reference to the RenderSystem instance.
- */
- static RenderSystem & get_instance();
-
+ using System::System;
/**
* \brief Updates the RenderSystem for the current frame.
* This method is called to perform all rendering operations for the current game frame.
@@ -30,10 +24,6 @@ public:
void update() override;
private:
- // Private constructor to enforce singleton pattern.
- RenderSystem();
- ~RenderSystem();
-
//! Clears the screen in preparation for rendering.
void clear_screen() const;
@@ -61,4 +51,5 @@ private:
Camera * curr_cam = nullptr;
// TODO: needs a better solution
};
+
} // namespace crepe