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diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
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+#pragma once
+
+#include <cmath>
+
+#include "System.h"
+#include "types.h"
+
+namespace crepe {
+
+class Camera;
+class Sprite;
+class Transform;
+class Text;
+/**
+ * \brief Manages rendering operations for all game objects.
+ *
+ * RenderSystem is responsible for rendering, clearing and presenting the screen, and
+ * managing the active camera.
+ */
+class RenderSystem : public System {
+public:
+ using System::System;
+ /**
+ * \brief Updates the RenderSystem for the current frame.
+ * This method is called to perform all rendering operations for the current game frame.
+ */
+ void frame_update() override;
+
+private:
+ //! Clears the screen in preparation for rendering.
+ void clear_screen();
+
+ //! Presents the rendered frame to the display.
+ void present_screen();
+
+ //! Updates the active camera used for rendering.
+ void update_camera();
+
+ //! Renders all the sprites and particles
+ void render();
+
+ //! Renders all Text components
+ void render_text();
+
+private:
+ /**
+ * \brief Renders all the particles on the screen from a given sprite.
+ *
+ * \param sprite renders the particles with given texture
+ * \param transform the component that holds the position, rotation, and scale.
+ * \return true if particles have been rendered
+ */
+ bool render_particle(const Sprite & sprite, const Transform & transform);
+ /**
+ * \brief renders a sprite with a Transform component on the screen
+ *
+ * \param sprite the sprite component that holds all the data
+ * \param transform the Transform component that holds the position,rotation and scale
+ */
+ void render_normal(const Sprite & sprite, const Transform & transform);
+
+ /**
+ * \brief sort a vector sprite objects with
+ *
+ * \param objs the vector that will do a sorting algorithm on
+ * \return returns a sorted reference vector
+ */
+ RefVector<Sprite> sort(RefVector<Sprite> & objs) const;
+};
+
+} // namespace crepe