diff options
Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 23 |
1 files changed, 10 insertions, 13 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index 74fed26..1ce9059 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -11,6 +11,7 @@ #include "../api/Transform.h" #include "../facade/SDLContext.h" #include "../manager/ComponentManager.h" +#include "types.h" #include "RenderSystem.h" @@ -27,7 +28,7 @@ void RenderSystem::present_screen() { ctx.present_screen(); } -SDLContext::CameraValues & RenderSystem::update_camera() { +void RenderSystem::update_camera() { ComponentManager & mgr = this->mediator.component_manager; SDLContext & ctx = this->mediator.sdl_context; RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); @@ -38,9 +39,9 @@ SDLContext::CameraValues & RenderSystem::update_camera() { if (!cam.active) continue; const Transform & transform = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get(); - SDLContext::CameraValues & cam_val = ctx.set_camera(cam); - cam_val.cam_pos = transform.position + cam.data.postion_offset; - return cam_val; + vec2 new_camera_pos = transform.position + cam.data.postion_offset; + ctx.update_camera_view(cam, new_camera_pos); + return; } throw std::runtime_error("No active cameras in current scene"); } @@ -67,8 +68,7 @@ void RenderSystem::update() { this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam, - const double & scale) { +bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { ComponentManager & mgr = this->mediator.component_manager; SDLContext & ctx = this->mediator.sdl_context; @@ -88,7 +88,6 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came ctx.draw(SDLContext::RenderContext{ .sprite = sprite, - .cam = cam, .pos = p.position, .angle = p.angle, .scale = scale, @@ -97,12 +96,10 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came } return rendering_particles; } -void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam, - const Transform & tm) { +void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) { SDLContext & ctx = this->mediator.sdl_context; ctx.draw(SDLContext::RenderContext{ .sprite = sprite, - .cam = cam, .pos = tm.position, .angle = tm.rotation, .scale = tm.scale, @@ -111,7 +108,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::Camera void RenderSystem::render() { ComponentManager & mgr = this->mediator.component_manager; - const SDLContext::CameraValues & cam = this->update_camera(); + this->update_camera(); RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); RefVector<Sprite> sorted_sprites = this->sort(sprites); @@ -121,10 +118,10 @@ void RenderSystem::render() { const Transform & transform = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get(); - bool rendered_particles = this->render_particle(sprite, cam, transform.scale); + bool rendered_particles = this->render_particle(sprite, transform.scale); if (rendered_particles) continue; - this->render_normal(sprite, cam, transform); + this->render_normal(sprite, transform); } } |