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Diffstat (limited to 'src/crepe/system/RenderSystem.h')
-rw-r--r-- | src/crepe/system/RenderSystem.h | 71 |
1 files changed, 71 insertions, 0 deletions
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h new file mode 100644 index 0000000..627a743 --- /dev/null +++ b/src/crepe/system/RenderSystem.h @@ -0,0 +1,71 @@ +#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 |