blob: 3e6360cd3ebd61d18b4efc553bdaadfd0d1b164a (
plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
|
#include <functional>
#include <vector>
#include "../ComponentManager.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
#include "../facade/SDLContext.h"
#include "../util/log.h"
#include "RenderSystem.h"
using namespace crepe;
void RenderSystem::clear_screen() const {
SDLContext::get_instance().clear_screen();
}
void RenderSystem::present_screen() const {
SDLContext::get_instance().present_screen();
}
void RenderSystem::update_camera() {
ComponentManager & mgr = this->component_manager;
std::vector<std::reference_wrapper<Camera>> cameras
= mgr.get_components_by_type<Camera>();
for (Camera & cam : cameras) {
SDLContext::get_instance().camera(cam);
this->curr_cam = &cam;
}
}
void RenderSystem::render_sprites() const {
ComponentManager & mgr = this->component_manager;
std::vector<std::reference_wrapper<Sprite>> sprites
= mgr.get_components_by_type<Sprite>();
SDLContext & render = SDLContext::get_instance();
for (const Sprite & sprite : sprites) {
auto transforms
= mgr.get_components_by_id<Transform>(sprite.game_object_id);
render.draw(sprite, transforms[0], *curr_cam);
}
}
void RenderSystem::update() {
this->clear_screen();
this->update_camera();
this->render_sprites();
this->present_screen();
}
|