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-rw-r--r--src/crepe/system/RenderSystem.cpp114
1 files changed, 80 insertions, 34 deletions
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 11c9669..30bb422 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -2,28 +2,43 @@
#include <cassert>
#include <cmath>
#include <functional>
+#include <optional>
#include <stdexcept>
#include <vector>
-#include "../ComponentManager.h"
#include "../api/Camera.h"
#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
+#include "../api/Text.h"
#include "../api/Transform.h"
+#include "../facade/Font.h"
#include "../facade/SDLContext.h"
+#include "../facade/Texture.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/ResourceManager.h"
+#include "api/Text.h"
+#include "facade/Font.h"
+#include "util/AbsolutePosition.h"
#include "RenderSystem.h"
+#include "types.h"
using namespace crepe;
using namespace std;
-void RenderSystem::clear_screen() { this->context.clear_screen(); }
-
-void RenderSystem::present_screen() { this->context.present_screen(); }
+void RenderSystem::clear_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.clear_screen();
+}
-const Camera & RenderSystem::update_camera() {
- ComponentManager & mgr = this->component_manager;
+void RenderSystem::present_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.present_screen();
+}
+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>();
if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
@@ -32,16 +47,18 @@ 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;
+ 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");
}
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 a.data.sorting_in_layer < b.data.sorting_in_layer;
+ if (a.data.order_in_layer != b.data.order_in_layer)
+ return a.data.order_in_layer < b.data.order_in_layer;
return false;
}
@@ -53,16 +70,41 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
return sorted_objs;
}
-void RenderSystem::update() {
+void RenderSystem::frame_update() {
this->clear_screen();
this->render();
+ this->render_text();
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
- const double & scale) {
+void RenderSystem::render_text() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ComponentManager & mgr = this->mediator.component_manager;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+
+ RefVector<Text> texts = mgr.get_components_by_type<Text>();
+
+ for (Text & text : texts) {
+ if (!text.active) continue;
+ if (!text.font.has_value())
+ text.font.emplace(ctx.get_font_from_name(text.font_family));
+
+ const Font & font = resource_manager.get<Font>(text.font.value());
+ const auto & transform
+ = mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
+ ctx.draw_text(SDLContext::RenderText {
+ .text = text,
+ .font = font,
+ .transform = transform,
+ });
+ }
+}
- ComponentManager & mgr = this->component_manager;
+bool RenderSystem::render_particle(const Sprite & sprite, const Transform & transform) {
+ ComponentManager & mgr = this->mediator.component_manager;
+ SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ Texture & res = resource_manager.get<Texture>(sprite.source);
vector<reference_wrapper<ParticleEmitter>> emitters
= mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
@@ -70,53 +112,57 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
bool rendering_particles = false;
for (const ParticleEmitter & em : emitters) {
- if (&em.data.sprite != &sprite) continue;
+ if (&em.sprite != &sprite) continue;
rendering_particles = true;
if (!em.active) continue;
- for (const Particle & p : em.data.particles) {
+ for (const Particle & p : em.particles) {
if (!p.active) continue;
+ if (p.time_in_life < em.data.begin_lifespan) continue;
- this->context.draw(SDLContext::RenderContext{
+ ctx.draw(SDLContext::RenderContext {
.sprite = sprite,
- .cam = cam,
- .cam_pos = this->cam_pos,
+ .texture = res,
.pos = p.position,
- .angle = p.angle,
- .scale = scale,
+ .angle = p.angle + transform.rotation,
+ .scale = transform.scale,
});
}
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
- const Transform & tm) {
- this->context.draw(SDLContext::RenderContext{
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & transform) {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ const Texture & res = resource_manager.get<Texture>(sprite.source);
+ vec2 pos = AbsolutePosition::get_position(transform, sprite.data.position_offset);
+ ctx.draw(SDLContext::RenderContext {
.sprite = sprite,
- .cam = cam,
- .cam_pos = this->cam_pos,
- .pos = tm.position,
- .angle = tm.rotation,
- .scale = tm.scale,
+ .texture = res,
+ .pos = pos,
+ .angle = transform.rotation,
+ .scale = transform.scale,
});
}
void RenderSystem::render() {
- ComponentManager & mgr = this->component_manager;
- const Camera & cam = this->update_camera();
+ ComponentManager & mgr = this->mediator.component_manager;
+ this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
+ ResourceManager & resource_manager = this->mediator.resource_manager;
RefVector<Sprite> sorted_sprites = this->sort(sprites);
+ RefVector<Text> text_components = mgr.get_components_by_type<Text>();
for (const Sprite & sprite : sorted_sprites) {
if (!sprite.active) continue;
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);
if (rendered_particles) continue;
- this->render_normal(sprite, cam, transform);
+ this->render_normal(sprite, transform);
}
}