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-rw-r--r--src/crepe/facade/SDLContext.cpp18
-rw-r--r--src/crepe/facade/SDLContext.h10
-rw-r--r--src/crepe/system/RenderSystem.cpp18
-rw-r--r--src/crepe/system/RenderSystem.h14
-rw-r--r--src/example/rendering_particle.cpp14
5 files changed, 34 insertions, 40 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index eacb10a..daf0050 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -12,12 +12,12 @@
#include <stdexcept>
#include <string>
+#include "../api/Camera.h"
#include "../api/Sprite.h"
#include "../api/Texture.h"
#include "../api/Transform.h"
+#include "../api/Vector2.h"
#include "../util/Log.h"
-#include "api/Camera.h"
-#include "api/Vector2.h"
#include "SDLContext.h"
@@ -96,8 +96,7 @@ void SDLContext::handle_events(bool & running) {
void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
-
-SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) {
+SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {
return SDL_Rect{
.x = sprite.sprite_rect.x,
.y = sprite.sprite_rect.y,
@@ -106,7 +105,7 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) {
};
}
SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos,
- const double & scale, const Camera & cam) {
+ const double & scale, const Camera & cam) const {
double adjusted_x = (pos.x - cam.x) * cam.zoom;
double adjusted_y = (pos.y - cam.y) * cam.zoom;
@@ -123,20 +122,21 @@ SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const Vector2 & pos,
void SDLContext::draw_particle(const Sprite & sprite, const Vector2 & pos,
const double & angle, const double & scale,
- const Camera & camera) {
+ const Camera & camera) const {
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
- | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
+ | (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
SDL_Rect srcrect = this->get_src_rect(sprite);
SDL_Rect dstrect = this->get_dst_rect(sprite, pos, scale, camera);
SDL_RenderCopyEx(this->game_renderer.get(), sprite.sprite_image->texture.get(), &srcrect,
- &dstrect, angle, NULL, render_flip);
+ &dstrect, angle, NULL, render_flip);
}
-void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {
+void SDLContext::draw(const Sprite & sprite, const Transform & transform,
+ const Camera & cam) const {
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 287ad5d..718c40f 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -124,9 +124,10 @@ private:
* \param transform Reference to the Transform for positioning.
* \param camera Reference to the Camera for view adjustments.
*/
- void draw(const Sprite & sprite, const Transform & transform, const Camera & camera);
+ void draw(const Sprite & sprite, const Transform & transform, const Camera & camera) const;
- void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle, const double & scale, const Camera & camera);
+ void draw_particle(const Sprite & sprite, const Vector2 & pos, const double & angle,
+ const double & scale, const Camera & camera) const;
//! Clears the screen, preparing for a new frame.
void clear_screen();
@@ -147,7 +148,7 @@ private:
* \param sprite Reference to the sprite to calculate the rectangle
* \return sdl rectangle to draw a src image
*/
- SDL_Rect get_src_rect(const Sprite & sprite);
+ SDL_Rect get_src_rect(const Sprite & sprite) const;
/**
* \brief calculates the sqaure size of the image for an destination
*
@@ -158,7 +159,8 @@ private:
* on the camera
* \return sdl rectangle to draw a dst image to draw on the screen
*/
- SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale, const Camera & cam);
+ SDL_Rect get_dst_rect(const Sprite & sprite, const Vector2 & pos, const double & scale,
+ const Camera & cam) const;
private:
//! sdl Window
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 1ae5ca7..28bcf56 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -2,11 +2,11 @@
#include <vector>
#include "../ComponentManager.h"
+#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
-#include "../facade/SDLContext.h"
-#include "../api/ParticleEmitter.h"
#include "../api/Vector2.h"
+#include "../facade/SDLContext.h"
#include "RenderSystem.h"
@@ -21,13 +21,12 @@ void RenderSystem::update_camera() {
auto cameras = mgr.get_components_by_type<Camera>();
for (Camera & cam : cameras) {
- SDLContext::get_instance().camera(cam);
+ SDLContext::get_instance().set_camera(cam);
this->curr_cam = &cam;
}
}
-bool RenderSystem::render_particle(const Sprite & sprite,
- const double & scale) {
+bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) const {
ComponentManager & mgr = this->component_manager;
SDLContext & render = SDLContext::get_instance();
@@ -49,22 +48,23 @@ bool RenderSystem::render_particle(const Sprite & sprite,
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) const {
ComponentManager & mgr = this->component_manager;
SDLContext & render = SDLContext::get_instance();
-
+
render.draw(sprite, tm, *curr_cam);
}
-void RenderSystem::render() {
+void RenderSystem::render() const {
ComponentManager & mgr = this->component_manager;
auto sprites = mgr.get_components_by_type<Sprite>();
for (const Sprite & sprite : sprites) {
if (!sprite.active) continue;
- auto transform = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
+ const Transform & transform
+ = mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
bool rendered_particles = this->render_particle(sprite, transform.scale);
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 6643084..8841f72 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -25,13 +25,7 @@ public:
* This method is called to perform all rendering operations for the current game frame.
*/
void update() override;
-
-
- RenderSystem(const RenderSystem &) = delete;
- RenderSystem(RenderSystem &&) = delete;
- RenderSystem & operator=(const RenderSystem &) = delete;
- RenderSystem & operator=(RenderSystem &&) = delete;
-
+
private:
//! Clears the screen in preparation for rendering.
void clear_screen() const;
@@ -43,7 +37,7 @@ private:
void update_camera();
//! Renders the whole screen
- void render();
+ void render() const;
/**
* \brief Renders all the particles on the screen from a given sprite.
@@ -52,7 +46,7 @@ private:
* \param tm the Transform component for scale
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite &, const double & scale);
+ bool render_particle(const Sprite & sprite, const double & scale) const;
/**
* \brief renders a sprite with a Transform component on the screen
@@ -60,7 +54,7 @@ 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 &, const Transform & tm);
+ void render_normal(const Sprite & sprite, const Transform & tm) const;
/**
* \todo Include color handling for sprites.
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 71b50ba..3f71750 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -4,15 +4,15 @@
#include <crepe/ComponentManager.h>
#include <crepe/Component.h>
+#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/ParticleEmitter.h>
#include <crepe/api/Rigidbody.h>
+#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
#include <crepe/api/Transform.h>
-#include <crepe/system/RenderSystem.h>
-#include <crepe/api/Color.h>
-#include <crepe/api/Sprite.h>
#include <crepe/api/Vector2.h>
+#include <crepe/system/RenderSystem.h>
#include <chrono>
@@ -20,15 +20,14 @@ using namespace crepe;
using namespace std;
int main(int argc, char * argv[]) {
- ComponentManager mgr;
+ ComponentManager mgr;
GameObject game_object = mgr.new_object("", "", Vector2{100, 100}, 0, 0.1);
RenderSystem sys{mgr};
ParticleSystem psys{mgr};
Color color(255, 255, 255, 255);
Sprite test_sprite = game_object.add_component<Sprite>(
- make_shared<Texture>("../asset/texture/img.png"), color,
- FlipSettings{false, false});
+ make_shared<Texture>("../asset/texture/img.png"), color, FlipSettings{false, false});
game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
.max_particles = 10,
@@ -54,9 +53,8 @@ int main(int argc, char * argv[]) {
while (std::chrono::steady_clock::now() - start < std::chrono::seconds(5)) {
psys.update();
sys.update();
- SDL_Delay(10 );
+ SDL_Delay(10);
}
return 0;
}
-