aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system
diff options
context:
space:
mode:
Diffstat (limited to 'src/crepe/system')
-rw-r--r--src/crepe/system/AnimatorSystem.cpp5
-rw-r--r--src/crepe/system/ParticleSystem.cpp3
-rw-r--r--src/crepe/system/PhysicsSystem.cpp6
-rw-r--r--src/crepe/system/RenderSystem.cpp88
-rw-r--r--src/crepe/system/RenderSystem.h52
-rw-r--r--src/crepe/system/ScriptSystem.cpp13
-rw-r--r--src/crepe/system/ScriptSystem.h6
7 files changed, 127 insertions, 46 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index efe0e48..bc94253 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,6 +1,4 @@
#include <cstdint>
-#include <functional>
-#include <vector>
#include "api/Animator.h"
#include "facade/SDLContext.h"
@@ -13,8 +11,7 @@ using namespace crepe;
void AnimatorSystem::update() {
ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<Animator>> animations
- = mgr.get_components_by_type<Animator>();
+ RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
uint64_t tick = SDLContext::get_instance().get_ticks();
for (Animator & a : animations) {
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index 7316309..fcf7522 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -14,8 +14,7 @@ using namespace crepe;
void ParticleSystem::update() {
// Get all emitters
ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<ParticleEmitter>> emitters
- = mgr.get_components_by_type<ParticleEmitter>();
+ RefVector<ParticleEmitter> emitters = mgr.get_components_by_type<ParticleEmitter>();
for (ParticleEmitter & emitter : emitters) {
// Get transform linked to emitter
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index 4a7dbfb..bcde431 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -12,10 +12,8 @@ using namespace crepe;
void PhysicsSystem::update() {
ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodies
- = mgr.get_components_by_type<Rigidbody>();
- std::vector<std::reference_wrapper<Transform>> transforms
- = mgr.get_components_by_type<Transform>();
+ RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>();
+ RefVector<Transform> transforms = mgr.get_components_by_type<Transform>();
double gravity = Config::get_instance().physics.gravity;
for (Rigidbody & rigidbody : rigidbodies) {
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 7538e20..ad510f5 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -1,44 +1,102 @@
+#include <algorithm>
+#include <cassert>
+#include <cmath>
#include <functional>
+#include <iostream>
+#include <stdexcept>
#include <vector>
#include "../ComponentManager.h"
+#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
+#include "../api/Vector2.h"
#include "../facade/SDLContext.h"
#include "RenderSystem.h"
using namespace crepe;
+using namespace std;
-void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); }
-
-void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); }
+void RenderSystem::clear_screen() { this->context.clear_screen(); }
+void RenderSystem::present_screen() { this->context.present_screen(); }
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<Camera>> cameras = mgr.get_components_by_type<Camera>();
+ RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
+
+ if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
for (Camera & cam : cameras) {
- SDLContext::get_instance().camera(cam);
- this->curr_cam = &cam;
+ if (!cam.active) continue;
+ this->context.set_camera(cam);
+ this->curr_cam_ref = &cam;
}
}
-void RenderSystem::render_sprites() const {
- ComponentManager & mgr = this->component_manager;
- std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>();
+bool sorting_comparison(const Sprite & a, const Sprite & b) {
+ if (a.sorting_in_layer < b.sorting_in_layer) return true;
+ if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer;
- SDLContext & render = SDLContext::get_instance();
- for (const Sprite & sprite : sprites) {
- auto transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id);
- render.draw(sprite, transforms[0], *curr_cam);
- }
+ return false;
+}
+
+RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
+ RefVector<Sprite> sorted_objs(objs);
+ std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison);
+
+ return sorted_objs;
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
- this->render_sprites();
+ this->render();
this->present_screen();
}
+
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
+
+ ComponentManager & mgr = this->component_manager;
+
+ vector<reference_wrapper<ParticleEmitter>> emitters
+ = mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
+
+ bool rendering_particles = false;
+
+ for (const ParticleEmitter & em : emitters) {
+ if (!(&em.data.sprite == &sprite)) continue;
+ rendering_particles = true;
+ if (!em.active) continue;
+
+ for (const Particle & p : em.data.particles) {
+ if (!p.active) continue;
+ this->context.draw_particle(sprite, p.position, p.angle, scale,
+ *this->curr_cam_ref);
+ }
+ }
+ return rendering_particles;
+}
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+ this->context.draw(sprite, tm, *this->curr_cam_ref);
+}
+
+void RenderSystem::render() {
+
+ ComponentManager & mgr = this->component_manager;
+ RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
+ RefVector<Sprite> sorted_sprites = this->sort(sprites);
+
+ for (const Sprite & sprite : sorted_sprites) {
+ if (!sprite.active) continue;
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
+
+ bool rendered_particles = this->render_particle(sprite, transform.scale);
+
+ if (rendered_particles) continue;
+
+ this->render_normal(sprite, transform);
+ }
+}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 87ec494..30b41cf 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -1,18 +1,24 @@
#pragma once
-#include "api/Camera.h"
+#include <functional>
+#include <vector>
+
+#include "facade/SDLContext.h"
#include "System.h"
+#include <cmath>
namespace crepe {
+class Camera;
+class Sprite;
+
/**
* \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.
+ * RenderSystem is responsible for rendering, clearing and presenting the screen, and
+ * managing the active camera.
*/
class RenderSystem : public System {
public:
@@ -25,20 +31,44 @@ public:
private:
//! Clears the screen in preparation for rendering.
- void clear_screen() const;
+ void clear_screen();
//! Presents the rendered frame to the display.
- void present_screen() const;
+ void present_screen();
//! Updates the active camera used for rendering.
void update_camera();
- //! Renders all active sprites to the screen.
- void render_sprites() const;
+ //! Renders the whole screen
+ void render();
+
+ /**
+ * \brief Renders all the particles on the screen from a given sprite.
+ *
+ * \param sprite renders the particles with given texture
+ * \param tm the Transform component for scale
+ * \return true if particles have been rendered
+ */
+ bool render_particle(const Sprite & sprite, const double & scale);
+
+ /**
+ * \brief renders a sprite with a Transform component on the screen
+ *
+ * \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);
+
+ /**
+ * \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;
/**
* \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.
@@ -48,8 +78,10 @@ private:
private:
//! Pointer to the current active camera for rendering
- Camera * curr_cam = nullptr;
+ Camera * curr_cam_ref = nullptr;
// TODO: needs a better solution
+
+ SDLContext & context = SDLContext::get_instance();
};
} // namespace crepe
diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp
index c4d724c..c33309c 100644
--- a/src/crepe/system/ScriptSystem.cpp
+++ b/src/crepe/system/ScriptSystem.cpp
@@ -1,6 +1,4 @@
-#include <forward_list>
#include <functional>
-#include <vector>
#include "../ComponentManager.h"
#include "../api/BehaviorScript.h"
@@ -14,7 +12,7 @@ using namespace crepe;
void ScriptSystem::update() {
dbg_trace();
- forward_list<reference_wrapper<Script>> scripts = this->get_scripts();
+ RefVector<Script> scripts = this->get_scripts();
for (auto & script_ref : scripts) {
Script & script = script_ref.get();
@@ -26,18 +24,17 @@ void ScriptSystem::update() {
}
}
-forward_list<reference_wrapper<Script>> ScriptSystem::get_scripts() const {
- forward_list<reference_wrapper<Script>> scripts = {};
+RefVector<Script> ScriptSystem::get_scripts() const {
+ RefVector<Script> scripts = {};
ComponentManager & mgr = this->component_manager;
- vector<reference_wrapper<BehaviorScript>> behavior_scripts
- = mgr.get_components_by_type<BehaviorScript>();
+ RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>();
for (auto behavior_script_ref : behavior_scripts) {
BehaviorScript & behavior_script = behavior_script_ref.get();
if (!behavior_script.active) continue;
Script * script = behavior_script.script.get();
if (script == nullptr) continue;
- scripts.push_front(*script);
+ scripts.push_back(*script);
}
return scripts;
diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h
index deb89cb..32e1fcd 100644
--- a/src/crepe/system/ScriptSystem.h
+++ b/src/crepe/system/ScriptSystem.h
@@ -1,9 +1,9 @@
#pragma once
-#include <forward_list>
-
#include "System.h"
+#include "../types.h"
+
namespace crepe {
class Script;
@@ -33,7 +33,7 @@ private:
*
* \returns List of active \c Script instances
*/
- std::forward_list<std::reference_wrapper<Script>> get_scripts() const;
+ RefVector<Script> get_scripts() const;
};
} // namespace crepe