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-rw-r--r--src/crepe/system/RenderSystem.h44
1 files changed, 20 insertions, 24 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 30b41cf..656ad5b 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,24 +1,21 @@
#pragma once
-#include <functional>
-#include <vector>
-
-#include "facade/SDLContext.h"
+#include <cmath>
#include "System.h"
-#include <cmath>
+#include "types.h"
namespace crepe {
class Camera;
class Sprite;
-
+class Transform;
+class Text;
/**
- * \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
* RenderSystem is responsible for rendering, clearing and presenting the screen, and
- * managing the active camera.
+ * managing the active camera.
*/
class RenderSystem : public System {
public:
@@ -27,7 +24,7 @@ public:
* \brief Updates the RenderSystem for the current frame.
* This method is called to perform all rendering operations for the current game frame.
*/
- void update() override;
+ void frame_update() override;
private:
//! Clears the screen in preparation for rendering.
@@ -46,42 +43,41 @@ private:
* \brief Renders all the particles on the screen from a given sprite.
*
* \param sprite renders the particles with given texture
- * \param tm the Transform component for scale
+ * \param tm the Transform component for scale. This is not a const reference because each
+ * particle has a position and rotation that needs to overwrite the transform position and
+ * rotation without overwriting the current transform. and because the transform
+ * constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
bool render_particle(const Sprite & sprite, const double & scale);
-
/**
- * \brief renders a sprite with a Transform component on the screen
+ * \brief Renders all Text components
+ *
+ * \param text The text component to be rendered.
+ * \param tm the Transform component that holds the position,rotation and scale
+ */
+ void render_text(Text & text, const Transform & tm);
+ /**
+ * \brief renders a sprite with a Transform component on the screen
*
* \param sprite the sprite component that holds all the data
- * \param tm the Transform component that holds the position,rotation and scale
+ * \param tm the Transform component that holds the position,rotation and scale
*/
void render_normal(const Sprite & sprite, const Transform & tm);
/**
* \brief sort a vector sprite objects with
*
- * \param objs the vector that will do a sorting algorithm on
+ * \param objs the vector that will do a sorting algorithm on
* \return returns a sorted reference vector
*/
RefVector<Sprite> sort(RefVector<Sprite> & objs) const;
/**
- * \todo Include color handling for sprites.
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
- * \todo Ensure each sprite is checked for active status before rendering.
- * \todo Sort all layers by order before rendering.
* \todo Consider adding text input functionality.
*/
-
-private:
- //! Pointer to the current active camera for rendering
- Camera * curr_cam_ref = nullptr;
- // TODO: needs a better solution
-
- SDLContext & context = SDLContext::get_instance();
};
} // namespace crepe