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-rw-r--r--src/crepe/system/AISystem.cpp128
-rw-r--r--src/crepe/system/AISystem.h67
-rw-r--r--src/crepe/system/AnimatorSystem.cpp8
-rw-r--r--src/crepe/system/AudioSystem.cpp62
-rw-r--r--src/crepe/system/AudioSystem.h51
-rw-r--r--src/crepe/system/CMakeLists.txt2
-rw-r--r--src/crepe/system/CollisionSystem.cpp4
-rw-r--r--src/crepe/system/InputSystem.cpp5
-rw-r--r--src/crepe/system/RenderSystem.cpp32
-rw-r--r--src/crepe/system/RenderSystem.h11
-rw-r--r--src/crepe/system/System.cpp4
11 files changed, 284 insertions, 90 deletions
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
index 64e93fc..1d8ffb9 100644
--- a/src/crepe/system/AISystem.cpp
+++ b/src/crepe/system/AISystem.cpp
@@ -1,61 +1,86 @@
#include <algorithm>
#include <cmath>
-#include "api/LoopTimer.h"
-#include "api/Rigidbody.h"
-#include "api/Transform.h"
#include "manager/ComponentManager.h"
+#include "manager/LoopTimerManager.h"
#include "manager/Mediator.h"
#include "AISystem.h"
-#include "types.h"
using namespace crepe;
+using namespace std::chrono;
void AISystem::update() {
const Mediator & mediator = this->mediator;
ComponentManager & mgr = mediator.component_manager;
+ LoopTimerManager & timer = mediator.loop_timer;
RefVector<AI> ai_components = mgr.get_components_by_type<AI>();
+ LoopTimerManager & loop_timer = mediator.loop_timer;
- double dt = LoopTimer::get_instance().get_fixed_delta_time();
+ //TODO: Use fixed loop dt (this is not available at master at the moment)
+ duration_t dt = loop_timer.get_delta_time();
+ // Loop through all AI components
for (AI & ai : ai_components) {
+ if (!ai.active) {
+ continue;
+ }
+
RefVector<Rigidbody> rigidbodies
= mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
+ if (rigidbodies.empty()) {
+ throw std::runtime_error(
+ "AI component must be attached to a GameObject with a Rigidbody component");
+ }
Rigidbody & rigidbody = rigidbodies.front().get();
+ if (!rigidbody.active) {
+ continue;
+ }
+ if (rigidbody.data.mass <= 0) {
+ throw std::runtime_error("Mass must be greater than 0");
+ }
- vec2 force = this->calculate(ai);
+ // Calculate the force to apply to the entity
+ vec2 force = this->calculate(ai, rigidbody);
+ // Calculate the acceleration (using the above calculated force)
vec2 acceleration = force / rigidbody.data.mass;
- rigidbody.data.linear_velocity += acceleration * dt;
+ // Finally, update Rigidbody's velocity
+ rigidbody.data.linear_velocity += acceleration * duration_cast<seconds>(dt).count();
}
}
-vec2 AISystem::calculate(AI & ai) {
+vec2 AISystem::calculate(AI & ai, const Rigidbody & rigidbody) {
+ const Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+ RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
+ Transform & transform = transforms.front().get();
+
vec2 force;
- if (ai.on(AI::BehaviorType::FLEE)) {
- vec2 force_to_add = this->flee(ai);
+ // Run all the behaviors that are on, and stop if the force gets too high
+ if (ai.on(AI::BehaviorTypeMask::FLEE)) {
+ vec2 force_to_add = this->flee(ai, rigidbody, transform);
if (!this->accumulate_force(ai, force, force_to_add)) {
return force;
}
}
- if (ai.on(AI::BehaviorType::ARRIVE)) {
- vec2 force_to_add = this->arrive(ai);
+ if (ai.on(AI::BehaviorTypeMask::ARRIVE)) {
+ vec2 force_to_add = this->arrive(ai, rigidbody, transform);
if (!this->accumulate_force(ai, force, force_to_add)) {
return force;
}
}
- if (ai.on(AI::BehaviorType::SEEK)) {
- vec2 force_to_add = this->seek(ai);
+ if (ai.on(AI::BehaviorTypeMask::SEEK)) {
+ vec2 force_to_add = this->seek(ai, rigidbody, transform);
if (!this->accumulate_force(ai, force, force_to_add)) {
return force;
}
}
- if (ai.on(AI::BehaviorType::PATH_FOLLOW)) {
- vec2 force_to_add = this->path_follow(ai);
+ if (ai.on(AI::BehaviorTypeMask::PATH_FOLLOW)) {
+ vec2 force_to_add = this->path_follow(ai, rigidbody, transform);
if (!this->accumulate_force(ai, force, force_to_add)) {
return force;
@@ -65,18 +90,21 @@ vec2 AISystem::calculate(AI & ai) {
return force;
}
-bool AISystem::accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add) {
+bool AISystem::accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add) {
float magnitude = running_total.length();
float magnitude_remaining = ai.max_force - magnitude;
if (magnitude_remaining <= 0.0f) {
+ // If the force is already at/above the max force, return false
return false;
}
float magnitude_to_add = force_to_add.length();
if (magnitude_to_add < magnitude_remaining) {
+ // If the force to add is less than the remaining force, add it
running_total += force_to_add;
} else {
+ // If the force to add is greater than the remaining force, add a fraction of it
force_to_add.normalize();
running_total += force_to_add * magnitude_remaining;
}
@@ -84,14 +112,9 @@ bool AISystem::accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add
return true;
}
-vec2 AISystem::seek(const AI & ai) {
- const Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
- Transform & transform = transforms.front().get();
- RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
- Rigidbody & rigidbody = rigidbodies.front().get();
-
+vec2 AISystem::seek(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity
vec2 desired_velocity = ai.seek_target - transform.position;
desired_velocity.normalize();
desired_velocity *= rigidbody.data.max_linear_velocity;
@@ -99,36 +122,29 @@ vec2 AISystem::seek(const AI & ai) {
return desired_velocity - rigidbody.data.linear_velocity;
}
-vec2 AISystem::flee(const AI & ai) {
- const Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
- Transform & transform = transforms.front().get();
- RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
- Rigidbody & rigidbody = rigidbodies.front().get();
-
+vec2 AISystem::flee(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity if the entity is within the panic distance
vec2 desired_velocity = transform.position - ai.flee_target;
if (desired_velocity.length_squared() > ai.square_flee_panic_distance) {
return vec2{0, 0};
}
-
desired_velocity.normalize();
desired_velocity *= rigidbody.data.max_linear_velocity;
return desired_velocity - rigidbody.data.linear_velocity;
}
-vec2 AISystem::arrive(const AI & ai) {
- const Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
- Transform & transform = transforms.front().get();
- RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
- Rigidbody & rigidbody = rigidbodies.front().get();
-
- vec2 to_target = ai.seek_target - transform.position;
+vec2 AISystem::arrive(const AI & ai, const Rigidbody & rigidbody,
+ const Transform & transform) const {
+ // Calculate the desired velocity (taking into account the deceleration rate)
+ vec2 to_target = ai.arrive_target - transform.position;
float distance = to_target.length();
if (distance > 0.0f) {
+ if (ai.arrive_deceleration <= 0.0f) {
+ throw std::runtime_error("Deceleration rate must be greater than 0");
+ }
+
float speed = distance / ai.arrive_deceleration;
speed = std::min(speed, rigidbody.data.max_linear_velocity);
vec2 desired_velocity = to_target * (speed / distance);
@@ -139,32 +155,34 @@ vec2 AISystem::arrive(const AI & ai) {
return vec2{0, 0};
}
-vec2 AISystem::path_follow(AI & ai) {
- const Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- RefVector<Transform> transforms = mgr.get_components_by_id<Transform>(ai.game_object_id);
- Transform & transform = transforms.front().get();
- RefVector<Rigidbody> rigidbodies = mgr.get_components_by_id<Rigidbody>(ai.game_object_id);
- Rigidbody & rigidbody = rigidbodies.front().get();
-
+vec2 AISystem::path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform) {
if (ai.path.empty()) {
return vec2{0, 0};
}
- vec2 to_target = ai.path.at(ai.path_index) - transform.position;
+ // Get the target node
+ vec2 target = ai.path.at(ai.path_index);
+ // Calculate the force to apply to the entity
+ vec2 to_target = target - transform.position;
if (to_target.length_squared() > ai.path_node_distance * ai.path_node_distance) {
- ai.seek_target = ai.path.at(ai.path_index);
+ // If the entity is not close enough to the target node, seek it
+ ai.seek_target = target;
+ ai.arrive_target = target;
} else {
+ // If the entity is close enough to the target node, move to the next node
ai.path_index++;
if (ai.path_index >= ai.path.size()) {
if (ai.path_loop) {
+ // If the path is looping, reset the path index
ai.path_index = 0;
} else {
+ // If the path is not looping, arrive at the last node
ai.path_index = ai.path.size() - 1;
- return this->arrive(ai);
+ return this->arrive(ai, rigidbody, transform);
}
}
}
- return this->seek(ai);
+ // Seek the target node
+ return this->seek(ai, rigidbody, transform);
}
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h
index 27861d9..d5f8a8e 100644
--- a/src/crepe/system/AISystem.h
+++ b/src/crepe/system/AISystem.h
@@ -1,26 +1,81 @@
#pragma once
#include "api/AI.h"
+#include "api/Rigidbody.h"
#include "System.h"
+#include "api/Transform.h"
#include "types.h"
namespace crepe {
+/**
+ * \brief The AISystem is used to control the movement of entities using AI.
+ *
+ * The AISystem is used to control the movement of entities using AI. The AISystem can be used to
+ * implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
class AISystem : public System {
public:
using System::System;
+ //! Update the AI system
void update() override;
private:
- vec2 calculate(AI & ai);
- bool accumulate_force(AI & ai, vec2 & running_total, vec2 force_to_add);
+ /**
+ * \brief Calculate the total force to apply to the entity
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ */
+ vec2 calculate(AI & ai, const Rigidbody & rigidbody);
+ /**
+ * \brief Accumulate the force to apply to the entity
+ *
+ * \param ai The AI component
+ * \param running_total The running total of the force
+ * \param force_to_add The force to add
+ * \return true if the force was added, false otherwise
+ */
+ bool accumulate_force(const AI & ai, vec2 & running_total, vec2 & force_to_add);
- vec2 seek(const AI & ai);
- vec2 flee(const AI & ai);
- vec2 arrive(const AI & ai);
- vec2 path_follow(AI & ai);
+ /**
+ * \brief Calculate the seek force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The seek force
+ */
+ vec2 seek(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the flee force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The flee force
+ */
+ vec2 flee(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the arrive force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The arrive force
+ */
+ vec2 arrive(const AI & ai, const Rigidbody & rigidbody, const Transform & transform) const;
+ /**
+ * \brief Calculate the path follow force
+ *
+ * \param ai The AI component
+ * \param rigidbody The Rigidbody component
+ * \param transform The Transform component
+ * \return The path follow force
+ */
+ vec2 path_follow(AI & ai, const Rigidbody & rigidbody, const Transform & transform);
};
} // namespace crepe
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 549c35d..31eb85c 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -2,7 +2,7 @@
#include "../api/Animator.h"
#include "../manager/ComponentManager.h"
-#include "api/LoopTimer.h"
+#include "../manager/LoopTimerManager.h"
#include "AnimatorSystem.h"
@@ -10,10 +10,10 @@ using namespace crepe;
void AnimatorSystem::update() {
ComponentManager & mgr = this->mediator.component_manager;
- LoopTimer & timer = this->mediator.timer;
+ LoopTimerManager & timer = this->mediator.loop_timer;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
- double elapsed_time = timer.get_current_time();
+ unsigned long long elapsed_time = timer.get_elapsed_time().count();
for (Animator & a : animations) {
if (!a.active) continue;
@@ -23,7 +23,7 @@ void AnimatorSystem::update() {
int last_frame = ctx.row;
- int cycle_end = (ctx.cycle_end == -1) ? a.max_rows : ctx.cycle_end;
+ int cycle_end = (ctx.cycle_end == -1) ? a.grid_size.x : ctx.cycle_end;
int total_frames = cycle_end - ctx.cycle_start;
int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
new file mode 100644
index 0000000..b1aa0f8
--- /dev/null
+++ b/src/crepe/system/AudioSystem.cpp
@@ -0,0 +1,62 @@
+#include "AudioSystem.h"
+
+#include "../manager/ComponentManager.h"
+#include "../manager/ResourceManager.h"
+#include "../types.h"
+
+using namespace crepe;
+using namespace std;
+
+void AudioSystem::update() {
+ ComponentManager & component_manager = this->mediator.component_manager;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ RefVector<AudioSource> components
+ = component_manager.get_components_by_type<AudioSource>();
+
+ for (AudioSource & component : components) {
+ Sound & resource = resource_manager.get<Sound>(component.source);
+
+ this->diff_update(component, resource);
+
+ this->update_last(component);
+ }
+}
+
+void AudioSystem::diff_update(AudioSource & component, Sound & resource) {
+ SoundContext & context = this->get_context();
+
+ if (component.active != component.last_active) {
+ if (!component.active) {
+ context.stop(component.voice);
+ return;
+ }
+ if (component.play_on_awake) component.oneshot_play = true;
+ }
+ if (!component.active) return;
+
+ if (component.oneshot_play) {
+ component.voice = context.play(resource);
+ component.oneshot_play = false;
+ }
+ if (component.oneshot_stop) {
+ context.stop(component.voice);
+ component.oneshot_stop = false;
+ }
+ if (component.volume != component.last_volume) {
+ context.set_volume(component.voice, component.volume);
+ }
+ if (component.loop != component.last_loop) {
+ context.set_loop(component.voice, component.loop);
+ }
+}
+
+void AudioSystem::update_last(AudioSource & component) {
+ component.last_active = component.active;
+ component.last_loop = component.loop;
+ component.last_volume = component.volume;
+}
+
+SoundContext & AudioSystem::get_context() {
+ if (this->context == nullptr) this->context = make_unique<SoundContext>();
+ return *this->context.get();
+}
diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h
new file mode 100644
index 0000000..2ddc443
--- /dev/null
+++ b/src/crepe/system/AudioSystem.h
@@ -0,0 +1,51 @@
+#pragma once
+
+#include "../api/AudioSource.h"
+#include "../facade/Sound.h"
+#include "../facade/SoundContext.h"
+
+#include "System.h"
+
+namespace crepe {
+
+class AudioSystem : public System {
+public:
+ using System::System;
+ void update() override;
+
+private:
+ /**
+ * \brief Update `last_*` members of \c component
+ *
+ * Copies all component properties stored for comparison between AudioSystem::update() calls
+ *
+ * \param component AudioSource component to update
+ */
+ void update_last(AudioSource & component);
+
+ /**
+ * \brief Compare update component
+ *
+ * Compares properties of \c component and \c data, and calls SoundContext functions where
+ * applicable.
+ *
+ * \param component AudioSource component to update
+ * \param resource Sound instance for AudioSource's Asset
+ */
+ void diff_update(AudioSource & component, Sound & resource);
+
+protected:
+ /**
+ * \brief Get SoundContext
+ *
+ * SoundContext is retrieved through this function instead of being a direct member of
+ * AudioSystem to aid with testability.
+ */
+ virtual SoundContext & get_context();
+
+private:
+ //! SoundContext
+ std::unique_ptr<SoundContext> context = nullptr;
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index 7de5198..0e2db76 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -5,6 +5,7 @@ target_sources(crepe PUBLIC
PhysicsSystem.cpp
CollisionSystem.cpp
RenderSystem.cpp
+ AudioSystem.cpp
AnimatorSystem.cpp
InputSystem.cpp
AISystem.cpp
@@ -16,6 +17,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
PhysicsSystem.h
CollisionSystem.h
RenderSystem.h
+ AudioSystem.h
AnimatorSystem.h
InputSystem.h
AISystem.h
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 0483693..dc5270e 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -290,6 +290,10 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
+<<<<<<< HEAD
+=======
+
+>>>>>>> 05a33d4793520fa84a93bc79882ef29d39cd08e5
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index aaa8bdf..a710ae2 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -1,6 +1,8 @@
#include "../api/Button.h"
#include "../manager/ComponentManager.h"
#include "../manager/EventManager.h"
+#include "facade/SDLContext.h"
+#include "util/Log.h"
#include "InputSystem.h"
@@ -9,7 +11,8 @@ using namespace crepe;
void InputSystem::update() {
ComponentManager & mgr = this->mediator.component_manager;
EventManager & event_mgr = this->mediator.event_manager;
- std::vector<SDLContext::EventData> event_list = SDLContext::get_instance().get_events();
+ SDLContext & context = this->mediator.sdl_context;
+ std::vector<SDLContext::EventData> event_list = context.get_events();
RefVector<Button> buttons = mgr.get_components_by_type<Button>();
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
OptionalRef<Camera> curr_cam_ref;
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 26f2c85..afd9548 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -10,9 +10,12 @@
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
+#include "../facade/Texture.h"
#include "../manager/ComponentManager.h"
+#include "../manager/ResourceManager.h"
#include "RenderSystem.h"
+#include "types.h"
using namespace crepe;
using namespace std;
@@ -27,7 +30,7 @@ void RenderSystem::present_screen() {
ctx.present_screen();
}
-SDLContext::CameraValues RenderSystem::update_camera() {
+void RenderSystem::update_camera() {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & ctx = this->mediator.sdl_context;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
@@ -38,9 +41,9 @@ SDLContext::CameraValues RenderSystem::update_camera() {
if (!cam.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
- SDLContext::CameraValues cam_val = ctx.set_camera(cam);
- cam_val.cam_pos = transform.position + cam.data.postion_offset;
- return cam_val;
+ vec2 new_camera_pos = transform.position + cam.data.postion_offset;
+ ctx.update_camera_view(cam, new_camera_pos);
+ return;
}
throw std::runtime_error("No active cameras in current scene");
}
@@ -67,11 +70,12 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
- const double & scale) {
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ Texture & res = resource_manager.get<Texture>(sprite.source);
vector<reference_wrapper<ParticleEmitter>> emitters
= mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
@@ -88,7 +92,7 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
- .cam = cam,
+ .texture = res,
.pos = p.position,
.angle = p.angle,
.scale = scale,
@@ -97,12 +101,14 @@ bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::Came
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
- const Transform & tm) {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
SDLContext & ctx = this->mediator.sdl_context;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+ const Texture & res = resource_manager.get<Texture>(sprite.source);
+
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
- .cam = cam,
+ .texture = res,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
@@ -111,7 +117,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::Camera
void RenderSystem::render() {
ComponentManager & mgr = this->mediator.component_manager;
- const SDLContext::CameraValues & cam = this->update_camera();
+ this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);
@@ -121,10 +127,10 @@ void RenderSystem::render() {
const Transform & transform
= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
- bool rendered_particles = this->render_particle(sprite, cam, transform.scale);
+ bool rendered_particles = this->render_particle(sprite, transform.scale);
if (rendered_particles) continue;
- this->render_normal(sprite, cam, transform);
+ this->render_normal(sprite, transform);
}
}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index e270a6b..fc7b46e 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -2,8 +2,6 @@
#include <cmath>
-#include "facade/SDLContext.h"
-
#include "System.h"
#include "types.h"
@@ -14,7 +12,6 @@ class Sprite;
class Transform;
/**
- * \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
* RenderSystem is responsible for rendering, clearing and presenting the screen, and
@@ -37,7 +34,7 @@ private:
void present_screen();
//! Updates the active camera used for rendering.
- SDLContext::CameraValues update_camera();
+ void update_camera();
//! Renders the whole screen
void render();
@@ -52,8 +49,7 @@ private:
* constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
- const double & scale);
+ bool render_particle(const Sprite & sprite, const double & scale);
/**
* \brief renders a sprite with a Transform component on the screen
@@ -61,8 +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 SDLContext::CameraValues & cam,
- const Transform & tm);
+ void render_normal(const Sprite & sprite, const Transform & tm);
/**
* \brief sort a vector sprite objects with
diff --git a/src/crepe/system/System.cpp b/src/crepe/system/System.cpp
index f68549b..ecc740d 100644
--- a/src/crepe/system/System.cpp
+++ b/src/crepe/system/System.cpp
@@ -1,7 +1,5 @@
-#include "../util/Log.h"
-
#include "System.h"
using namespace crepe;
-System::System(const Mediator & mediator) : mediator(mediator) { dbg_trace(); }
+System::System(const Mediator & mediator) : mediator(mediator) {}