#pragma once #include "api/Camera.h" #include "System.h" #include "api/ParticleEmitter.h" #include "api/Transform.h" namespace crepe { /** * \class RenderSystem * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering sprites, clearing and presenting the screen, * and managing the active camera. It functions as a singleton, providing centralized * rendering services for the application. */ class RenderSystem : public System { public: /** * \brief Gets the singleton instance of RenderSystem. * \return Reference to the RenderSystem instance. */ static RenderSystem & get_instance(); /** * \brief Updates the RenderSystem for the current frame. * This method is called to perform all rendering operations for the current game frame. */ void update() override; private: // Private constructor to enforce singleton pattern. RenderSystem(); ~RenderSystem(); //! Clears the screen in preparation for rendering. void clear_screen() const; //! Presents the rendered frame to the display. void present_screen() const; //! Updates the active camera used for rendering. void update_camera(); //! Renders all active sprites to the screen. void render_sprites() ; void render_particle(const ParticleEmitter& em, Transform & tm); /** * \todo Include color handling for sprites. * \todo Implement particle emitter rendering with 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 = nullptr; // TODO: needs a better solution }; } // namespace crepe