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-rw-r--r--src/crepe/system/RenderSystem.cpp37
1 files changed, 19 insertions, 18 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index aa9910b..ba804d4 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,13 +1,13 @@
#include <algorithm>
#include <cassert>
#include <functional>
+#include <iostream>
#include <vector>
#include "../ComponentManager.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
-#include "../util/Log.h"
#include "RenderSystem.h"
@@ -27,38 +27,39 @@ void RenderSystem::update_camera() {
}
}
+bool sorting_comparison(const Sprite & a, const Sprite & b) {
+ if (a.sorting_in_layer > b.sorting_in_layer) return true;
+ if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer > b.order_in_layer;
+
+ return false;
+}
+
std::vector<std::reference_wrapper<Sprite>>
RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
if (objs.empty()) return {};
- std::vector<std::reference_wrapper<Sprite>> sorted_objs;
- sorted_objs.insert(sorted_objs.end(), objs.begin(), objs.end());
- assert(sorted_objs.size() != objs.size());
-
- std::sort(sorted_objs.begin(), sorted_objs.end(),
- [](const std::reference_wrapper<Sprite> & a,
- const std::reference_wrapper<Sprite> & b) {
- const Sprite & sprite_a = a.get();
- const Sprite & sprite_b = b.get();
- if (sprite_a.sorting_in_layer == sprite_b.sorting_in_layer) {
- return sprite_a.order_in_layer < sprite_b.order_in_layer;
- }
- return sprite_a.sorting_in_layer < sprite_b.sorting_in_layer;
- });
+ std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs);
+ std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
+
return sorted_objs;
}
void RenderSystem::render_sprites() {
ComponentManager & mgr = this->component_manager;
- ComponentManager & mgr = ComponentManager::get_instance();
-
auto sprites = mgr.get_components_by_type<Sprite>();
+ for (const Sprite & s : sprites) {
+ std::cout << s.game_object_id << " " << unsigned(s.sorting_in_layer) << " "
+ << unsigned(s.order_in_layer) << std::endl;
+ }
+
auto sorted_sprites = this->sort(sprites);
-
+
SDLContext & render = SDLContext::get_instance();
for (const Sprite & sprite : sorted_sprites) {
+ std::cout << sprite.game_object_id << " " << unsigned(sprite.sorting_in_layer) << " "
+ << unsigned(sprite.order_in_layer) << std::endl;
auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
render.draw(sprite, transforms[0], *curr_cam);
}