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Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp29
1 files changed, 14 insertions, 15 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index bc5422d..c599729 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,6 +1,8 @@
#include <algorithm>
#include <cassert>
#include <cmath>
+#include <functional>
+#include <iostream>
#include <stdexcept>
#include <vector>
@@ -48,8 +50,6 @@ RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
return sorted_objs;
}
-
-
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
@@ -57,43 +57,42 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const {
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
ComponentManager & mgr = this->component_manager;
- auto emitters = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
+ vector<reference_wrapper<ParticleEmitter>> emitters
+ = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
bool rendering_particles = false;
for (const ParticleEmitter & em : emitters) {
+ cout << &em.data.sprite << " " << &sprite << endl;
if (!(&em.data.sprite == &sprite)) continue;
rendering_particles = true;
if (!em.active) continue;
-
for (const Particle & p : em.data.particles) {
if (!p.active) continue;
- this->context.draw_particle(sprite, p.position, p.angle, scale, *this->curr_cam);
+ this->context.draw_particle(sprite, p.position, p.angle, scale,
+ *this->curr_cam_ref);
}
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const {
-
- ComponentManager & mgr = this->component_manager;
-
- this->context.draw(sprite, tm, *this->curr_cam);
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+ this->context.draw(sprite, tm, *this->curr_cam_ref);
}
-void RenderSystem::render() const {
+void RenderSystem::render() {
ComponentManager & mgr = this->component_manager;
vector<reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
- vector<reference_wrapper<Sprite>> sorted_sprites = this->sort(sprites);
+ //vector<reference_wrapper<Sprite>> sorted_sprites = this->sort(sprites);
- for (const Sprite & sprite : sorted_sprites) {
+ for (const Sprite & sprite : sprites) {
if (!sprite.active) continue;
- const Transform & transform
+ Transform & transform
= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
bool rendered_particles = this->render_particle(sprite, transform.scale);