#include <functional> #include <vector> #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::update() { ComponentManager & mgr = ComponentManager::get_instance(); std::vector<std::reference_wrapper<Sprite>> sprites = mgr.get_components_by_type<Sprite>(); SDLContext & render = SDLContext::get_instance(); render.clear_screen(); for (const Sprite & sprite : sprites) { std::vector<std::reference_wrapper<Transform>> transforms = mgr.get_components_by_id<Transform>(sprite.game_object_id); for (const Transform & transform : transforms) { render.draw(sprite, transform); } } render.present_screen(); }