#pragma once #include #include #include "facade/SDLContext.h" #include "System.h" namespace crepe { class Camera; class Sprite; /** * \class RenderSystem * \brief Manages rendering operations for all game objects. * * RenderSystem is responsible for rendering, clearing and presenting the screen, and * managing the active camera. */ 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; private: //! Clears the screen in preparation for rendering. void clear_screen(); //! Presents the rendered frame to the display. void present_screen(); //! Updates the active camera used for rendering. void update_camera(); //! Renders all active sprites to the screen. void render_sprites(); /** * \brief sort a vector sprite objects with * * \param objs the vector that will do a sorting algorithm on * \return returns a sorted reference vector */ std::vector> sort(std::vector> & objs); /** * \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_ref = nullptr; // TODO: needs a better solution SDLContext & context = SDLContext::get_instance(); }; } // namespace crepe