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-rw-r--r--src/crepe/system/RenderSystem.h21
1 files changed, 9 insertions, 12 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 30b41cf..e70831e 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,17 +1,17 @@
#pragma once
-#include <functional>
-#include <vector>
+#include <cmath>
#include "facade/SDLContext.h"
#include "System.h"
-#include <cmath>
+#include "types.h"
namespace crepe {
class Camera;
class Sprite;
+class Transform;
/**
* \class RenderSystem
@@ -37,7 +37,7 @@ private:
void present_screen();
//! Updates the active camera used for rendering.
- void update_camera();
+ const Camera & update_camera();
//! Renders the whole screen
void render();
@@ -49,7 +49,7 @@ private:
* \param tm the Transform component for scale
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const double & scale);
+ bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale);
/**
* \brief renders a sprite with a Transform component on the screen
@@ -57,7 +57,7 @@ private:
* \param sprite the sprite component that holds all the data
* \param tm the Transform component that holds the position,rotation and scale
*/
- void render_normal(const Sprite & sprite, const Transform & tm);
+ void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm);
/**
* \brief sort a vector sprite objects with
@@ -71,17 +71,14 @@ private:
* \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();
+
+ //! camera postion in the current scene
+ vec2 cam_pos;
};
} // namespace crepe