#pragma once #include <functional> #include <vector> #include "facade/SDLContext.h" #include "System.h" #include <cmath> 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 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 & 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 & sprite, const Transform & tm); /** * \brief sort a vector sprite objects with * * \param objs the vector that will do a sorting algorithm on * \return returns a sorted reference vector */ RefVector<Sprite> sort(RefVector<Sprite> & objs) const; /** * \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_ref = nullptr; // TODO: needs a better solution SDLContext & context = SDLContext::get_instance(); }; } // namespace crepe