#include #include #include "../ComponentManager.h" #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" #include "../util/log.h" #include "RenderSystem.h" using namespace crepe; RenderSystem::RenderSystem() { dbg_trace(); } RenderSystem::~RenderSystem() { dbg_trace(); } RenderSystem & RenderSystem::get_instance() { static RenderSystem instance; return instance; } void RenderSystem::clear_screen() const { SDLContext::get_instance().clear_screen(); } void RenderSystem::present_screen() const { SDLContext::get_instance().present_screen(); } void RenderSystem::update_camera() { ComponentManager & mgr = ComponentManager::get_instance(); std::vector> cameras = mgr.get_components_by_type(); for (Camera & cam : cameras) { SDLContext::get_instance().camera(cam); this->curr_cam = &cam; } } void RenderSystem::render_sprites() const { ComponentManager & mgr = ComponentManager::get_instance(); std::vector> sprites = mgr.get_components_by_type(); SDLContext & render = SDLContext::get_instance(); for (const Sprite & sprite : sprites) { auto transforms = mgr.get_components_by_id(sprite.game_object_id); render.draw(sprite, transforms[0] , *curr_cam); } } void RenderSystem::update() { this->clear_screen(); this->update_camera(); this->render_sprites(); this->present_screen(); }