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-rw-r--r--src/crepe/system/RenderSystem.cpp19
1 files changed, 9 insertions, 10 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index c599729..05b7337 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -18,9 +18,9 @@
using namespace crepe;
using namespace std;
-void RenderSystem::clear_screen() { this->context.clear_screen(); }
+void RenderSystem::clear_screen() const { this->context.clear_screen(); }
-void RenderSystem::present_screen() { this->context.present_screen(); }
+void RenderSystem::present_screen() const { this->context.present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
@@ -42,7 +42,7 @@ bool sorting_comparison(const Sprite & a, const Sprite & b) {
}
std::vector<std::reference_wrapper<Sprite>>
-RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) {
+RenderSystem::sort(std::vector<std::reference_wrapper<Sprite>> & objs) const {
std::vector<std::reference_wrapper<Sprite>> sorted_objs(objs);
std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
@@ -57,7 +57,7 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const {
ComponentManager & mgr = this->component_manager;
@@ -67,7 +67,6 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
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;
@@ -80,19 +79,19 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const {
this->context.draw(sprite, tm, *this->curr_cam_ref);
}
-void RenderSystem::render() {
+void RenderSystem::render() const {
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 : sprites) {
+ for (const Sprite & sprite : sorted_sprites) {
if (!sprite.active) continue;
- Transform & transform
+ const Transform & transform
= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
bool rendered_particles = this->render_particle(sprite, transform.scale);