diff options
Diffstat (limited to 'src/crepe/system')
-rw-r--r-- | src/crepe/system/AnimatorSystem.cpp | 10 | ||||
-rw-r--r-- | src/crepe/system/AnimatorSystem.h | 3 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.cpp | 48 | ||||
-rw-r--r-- | src/crepe/system/RenderSystem.h | 28 |
4 files changed, 54 insertions, 35 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp index 676e485..4c40940 100644 --- a/src/crepe/system/AnimatorSystem.cpp +++ b/src/crepe/system/AnimatorSystem.cpp @@ -15,10 +15,10 @@ void AnimatorSystem::update() { uint64_t tick = SDLContext::get_instance().get_ticks(); for (Animator & a : animations) { - if (a.active) { - a.curr_row = (tick / 100) % a.row; - a.animator_rect.x = (a.curr_row * a.animator_rect.w) + a.curr_col; - a.spritesheet.sprite_rect = a.animator_rect; - } + if (!a.active) continue; + // (10 frames per second) + a.curr_row = (tick / 100) % a.row; + a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col; + a.spritesheet.mask = a.spritesheet.mask; } } diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h index 56cc7b3..f8179a9 100644 --- a/src/crepe/system/AnimatorSystem.h +++ b/src/crepe/system/AnimatorSystem.h @@ -21,12 +21,11 @@ public: /** * \brief Updates the Animator components. * - * This method is called periodically (likely every frame) to update the state of all + * This method is called to update the state of all * Animator components, moving the animations forward and managing their behavior (e.g., * looping). */ void update() override; - // FIXME: never say "likely" in the documentation lmao }; } // namespace crepe diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp index ad510f5..11c9669 100644 --- a/src/crepe/system/RenderSystem.cpp +++ b/src/crepe/system/RenderSystem.cpp @@ -2,15 +2,14 @@ #include <cassert> #include <cmath> #include <functional> -#include <iostream> #include <stdexcept> #include <vector> #include "../ComponentManager.h" +#include "../api/Camera.h" #include "../api/ParticleEmitter.h" #include "../api/Sprite.h" #include "../api/Transform.h" -#include "../api/Vector2.h" #include "../facade/SDLContext.h" #include "RenderSystem.h" @@ -21,7 +20,8 @@ using namespace std; void RenderSystem::clear_screen() { this->context.clear_screen(); } void RenderSystem::present_screen() { this->context.present_screen(); } -void RenderSystem::update_camera() { + +const Camera & RenderSystem::update_camera() { ComponentManager & mgr = this->component_manager; RefVector<Camera> cameras = mgr.get_components_by_type<Camera>(); @@ -30,9 +30,13 @@ void RenderSystem::update_camera() { for (Camera & cam : cameras) { if (!cam.active) continue; + const Transform & transform + = mgr.get_components_by_id<Transform>(cam.game_object_id).front().get(); this->context.set_camera(cam); - this->curr_cam_ref = &cam; + this->cam_pos = transform.position + cam.offset; + return cam; } + throw std::runtime_error("No active cameras in current scene"); } bool sorting_comparison(const Sprite & a, const Sprite & b) { @@ -51,12 +55,12 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const { void RenderSystem::update() { this->clear_screen(); - this->update_camera(); this->render(); this->present_screen(); } -bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) { +bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam, + const double & scale) { ComponentManager & mgr = this->component_manager; @@ -66,25 +70,41 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) bool rendering_particles = false; for (const ParticleEmitter & em : emitters) { - if (!(&em.data.sprite == &sprite)) continue; + 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); + + this->context.draw(SDLContext::RenderContext{ + .sprite = sprite, + .cam = cam, + .cam_pos = this->cam_pos, + .pos = p.position, + .angle = p.angle, + .scale = scale, + }); } } 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_normal(const Sprite & sprite, const Camera & cam, + const Transform & tm) { + this->context.draw(SDLContext::RenderContext{ + .sprite = sprite, + .cam = cam, + .cam_pos = this->cam_pos, + .pos = tm.position, + .angle = tm.rotation, + .scale = tm.scale, + }); } void RenderSystem::render() { - ComponentManager & mgr = this->component_manager; + const Camera & cam = this->update_camera(); + RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>(); RefVector<Sprite> sorted_sprites = this->sort(sprites); @@ -93,10 +113,10 @@ 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, transform.scale); + bool rendered_particles = this->render_particle(sprite, cam, transform.scale); if (rendered_particles) continue; - this->render_normal(sprite, transform); + this->render_normal(sprite, cam, transform); } } diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h index 30b41cf..096d058 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(); @@ -46,10 +46,13 @@ private: * \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 + * \param tm the Transform component for scale. This is not a const reference because each + * particle has a position and rotation that needs to overwrite the transform position and + * rotation without overwriting the current transform. and because the transform + * constructor is now protected i cannot make tmp inside * \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 +60,7 @@ 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 @@ -68,20 +71,17 @@ private: RefVector<Sprite> sort(RefVector<Sprite> & objs) const; /** - * \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 - + // FIXME: retrieve sdlcontext via mediator after #PR57 SDLContext & context = SDLContext::get_instance(); + + //! camera postion in the current scene + vec2 cam_pos; }; } // namespace crepe |