#include #include #include #include #include #include "../ComponentManager.h" #include "../api/Sprite.h" #include "../api/Transform.h" #include "../facade/SDLContext.h" #include "RenderSystem.h" using namespace crepe; 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 = this->component_manager; std::vector> cameras = mgr.get_components_by_type(); 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_ref = &cam; } } 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; return false; } std::vector> RenderSystem::sort(std::vector> & objs) { std::vector> sorted_objs(objs); std::sort(sorted_objs.begin(), sorted_objs.end(), sorting_comparison); return sorted_objs; } void RenderSystem::render_sprites() { ComponentManager & mgr = this->component_manager; auto sprites = mgr.get_components_by_type(); auto sorted_sprites = this->sort(sprites); SDLContext & render = SDLContext::get_instance(); for (const Sprite & sprite : sorted_sprites) { auto transforms = mgr.get_components_by_id(sprite.game_object_id); render.draw(sprite, transforms[0], *this->curr_cam_ref); } } void RenderSystem::update() { this->clear_screen(); this->update_camera(); this->render_sprites(); this->present_screen(); }