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#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;
RenderSystem::RenderSystem() { dbg_trace(); }
RenderSystem::~RenderSystem() { dbg_trace(); }
RenderSystem & RenderSystem::get_instance() {
static RenderSystem instance;
return instance;
}
void RenderSystem::update() {
ComponentManager & mgr = ComponentManager::get_instance();
std::vector<std::reference_wrapper<Sprite>> sprites
= mgr.get_components_by_type<Sprite>();
SDLContext & render = SDLContext::get_instance();
render.clear_screen();
for (const Sprite & sprite : sprites) {
std::vector<std::reference_wrapper<Transform>> transforms
= mgr.get_components_by_id<Transform>(sprite.game_object_id);
for (const Transform & transform : transforms) {
render.draw(sprite, transform);
}
}
render.present_screen();
}
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