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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-27 19:57:16 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-27 19:57:16 +0100
commitddb5bde6e5dd4d89faf419630086ece66690d6b5 (patch)
tree0b2cf988dbee4915fca002f16fbe88013d075ce2 /src/crepe/system/RenderSystem.h
parent2b35e8f51a3536b62ea21dc82deec1e3b65568f6 (diff)
implemented feedback. biggest changes are teh camera_ref removed
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h13
1 files changed, 4 insertions, 9 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 08930b0..264dc4c 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -36,7 +36,7 @@ private:
void present_screen();
//! Updates the active camera used for rendering.
- void update_camera();
+ const Camera & update_camera();
//! Renders the whole screen
void render();
@@ -48,7 +48,7 @@ private:
* \param tm the Transform component for scale
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const double & scale);
+ bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale);
/**
* \brief renders a sprite with a Transform component on the screen
@@ -56,7 +56,7 @@ 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 Transform & tm);
+ void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm);
/**
* \brief sort a vector sprite objects with
@@ -70,17 +70,12 @@ private:
* \todo Include color handling for 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_ref = nullptr;
-
SDLContext & context = SDLContext::get_instance();
+
};
} // namespace crepe