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Diffstat (limited to 'src/crepe/system/RenderSystem.cpp')
-rw-r--r--src/crepe/system/RenderSystem.cpp21
1 files changed, 10 insertions, 11 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 92dba43..111ad7d 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -21,7 +21,7 @@ void RenderSystem::clear_screen() { this->context.clear_screen(); }
void RenderSystem::present_screen() { this->context.present_screen(); }
-const Camera & RenderSystem::update_camera() {
+SDLContext::CameraValues RenderSystem::update_camera() {
ComponentManager & mgr = this->mediator.component_manager;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
@@ -32,16 +32,17 @@ const Camera & RenderSystem::update_camera() {
if (!cam.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
- this->context.set_camera(cam);
- this->cam_pos = transform.position + cam.offset;
- return cam;
+ SDLContext::CameraValues cam_val = this->context.set_camera(cam);
+ cam_val.cam_pos = transform.position + cam.data.offset;
+ return cam_val;
}
throw std::runtime_error("No active cameras in current scene");
}
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;
+ if (a.data.sorting_in_layer < b.data.sorting_in_layer) return true;
+ if (a.data.sorting_in_layer == b.data.sorting_in_layer)
+ return a.data.order_in_layer < b.data.order_in_layer;
return false;
}
@@ -59,7 +60,7 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
+bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
const double & scale) {
ComponentManager & mgr = this->mediator.component_manager;
@@ -80,7 +81,6 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
this->context.draw(SDLContext::RenderContext{
.sprite = sprite,
.cam = cam,
- .cam_pos = this->cam_pos,
.pos = p.position,
.angle = p.angle,
.scale = scale,
@@ -89,12 +89,11 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
+void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
const Transform & tm) {
this->context.draw(SDLContext::RenderContext{
.sprite = sprite,
.cam = cam,
- .cam_pos = this->cam_pos,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
@@ -103,7 +102,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
void RenderSystem::render() {
ComponentManager & mgr = this->mediator.component_manager;
- const Camera & cam = this->update_camera();
+ const SDLContext::CameraValues & cam = this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);