#pragma once #include "api/Camera.h" #include "api/Sprite.h" #include "api/Transform.h" #include "System.h" #include 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: using System::System; /** * \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; 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; //! Presents the rendered frame to the display. void present_screen() const; //! Updates the active camera used for rendering. void update_camera(); //! Renders the whole screen void render(); /** * \brief Renders all the particles on the screen from a given sprite. * * \param sprite renders the particles with given texture * \param tm the Transform component for scale * \return true if particles have been rendered */ bool render_particle(const Sprite &, const double & scale); /** * \brief renders a sprite with a Transform component on the screen * * \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); /** * \todo Include color handling for 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