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path: root/src/crepe/system/RenderSystem.cpp
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Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp23
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);
}
}