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-rw-r--r--src/crepe/system/RenderSystem.h20
1 files changed, 11 insertions, 9 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 1176b06..8914b96 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,23 +1,23 @@
#pragma once
-
#include <functional>
#include <vector>
-#include "api/Sprite.h"
-#include "api/Camera.h"
+#include "facade/SDLContext.h"
#include "System.h"
namespace crepe {
+class Camera;
+class Sprite;
+
/**
* \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
- * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, and
- * managing the active camera. It functions as a singleton, providing centralized rendering
- * services for the application.
+ * RenderSystem is responsible for rendering, clearing and presenting the screen, and
+ * managing the active camera.
*/
class RenderSystem : public System {
public:
@@ -30,16 +30,16 @@ public:
private:
//! Clears the screen in preparation for rendering.
- void clear_screen() const;
+ void clear_screen();
//! Presents the rendered frame to the display.
- void present_screen() const;
+ void present_screen();
//! Updates the active camera used for rendering.
void update_camera();
//! Renders all active sprites to the screen.
- void render_sprites() ;
+ void render_sprites();
std::vector<std::reference_wrapper<Sprite>>
sort(std::vector<std::reference_wrapper<Sprite>> & objs);
@@ -58,6 +58,8 @@ 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