diff options
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r-- | src/crepe/system/RenderSystem.h | 80 |
1 files changed, 32 insertions, 48 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index ec80a0e..70db21a 100644 --- a/src/crepe/system/RenderSystem.h +++ b/src/crepe/system/RenderSystem.h @@ -4,7 +4,6 @@ #include "System.h" - namespace crepe { /** @@ -18,63 +17,48 @@ namespace crepe { class RenderSystem : public System { public: - /** - * \brief Gets the singleton instance of RenderSystem. - * \return Reference to the RenderSystem instance. - */ - static RenderSystem & get_instance(); + /** + * \brief Gets the singleton instance of RenderSystem. + * \return Reference to the RenderSystem instance. + */ + static RenderSystem & get_instance(); - /** - * \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; + /** + * \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; private: - /** - * \brief Constructs a RenderSystem instance. - * Private constructor to enforce singleton pattern. - */ - RenderSystem(); - - /** - * \brief Destroys the RenderSystem instance. - */ - ~RenderSystem(); + // Private constructor to enforce singleton pattern. + RenderSystem(); + ~RenderSystem(); - /** - * \brief Clears the screen in preparation for rendering. - */ - void clear_screen() const; + //! Clears the screen in preparation for rendering. + void clear_screen() const; - /** - * \brief Presents the rendered frame to the display. - */ - void present_screen() const; + //! Presents the rendered frame to the display. + void present_screen() const; - /** - * \brief Updates the active camera used for rendering. - */ - void update_camera(); + //! Updates the active camera used for rendering. + void update_camera(); - /** - * \brief Renders all active sprites to the screen. - */ - void render_sprites() const; + //! Renders all active sprites to the screen. + void render_sprites() const; - /** - * \todo Include color handling for sprites. - * \todo Implement particle emitter rendering with 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. - */ + /** + * \todo Include color handling for sprites. + * \todo Implement particle emitter rendering with 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 - // \todo needs a better solution - Camera * curr_cam; + Camera * curr_cam = nullptr; + // TODO: needs a better solution }; } // namespace crepe |