#pragma once #include "api/Camera.h" #include "System.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: /** * \brief Constructs a RenderSystem instance. * Private constructor to enforce singleton pattern. */ RenderSystem(); /** * \brief Destroys the RenderSystem instance. */ ~RenderSystem(); /** * \brief Clears the screen in preparation for rendering. */ void clear_screen() const; /** * \brief Presents the rendered frame to the display. */ void present_screen() const; /** * \brief Updates the active camera used for rendering. */ void update_camera(); /** * \brief Renders all active sprites to the screen. */ void render_sprites() const; /** * \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 // \todo needs a better solution Camera * curr_cam; }; } // namespace crepe