aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system/RenderSystem.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r--src/crepe/system/RenderSystem.h69
1 files changed, 65 insertions, 4 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 4b910a4..684776b 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,17 +1,78 @@
#pragma once
#include "System.h"
+#include "api/Camera.h"
namespace crepe {
+/**
+ * \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.
+ */
class RenderSystem : public System {
public:
- static RenderSystem & get_instance();
- void update();
+ /**
+ * \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;
+
+private:
+ /**
+ * \brief Constructs a RenderSystem instance.
+ * Private constructor to enforce singleton pattern.
+ */
+ RenderSystem();
+
+ /**
+ * \brief Destroys the RenderSystem instance.
+ */
+ ~RenderSystem();
+
+ /**
+ * \brief Clears the screen in preparation for rendering.
+ */
+ void clear_screen();
+
+ /**
+ * \brief Presents the rendered frame to the display.
+ */
+ void present_screen();
+
+ /**
+ * \brief Updates the active camera used for rendering.
+ */
+ void update_camera();
+
+ /**
+ * \brief Renders all active sprites to the screen.
+ */
+ void render_sprites();
+
+ /**
+ * \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:
- RenderSystem();
- ~RenderSystem();
+ //! Pointer to the current active camera for rendering
+ // \todo needs a better solution
+ Camera * curr_cam;
};
} // namespace crepe