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#pragma once
#include "api/Camera.h"
#include "api/Sprite.h"
#include "api/Transform.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:
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() const;
//! Presents the rendered frame to the display.
void present_screen() const;
//! 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. This is not a const reference because each
* particle has a position and rotation that needs to overwrite the transform position and
* rotation without overwriting the current transform. and because the transform
* constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
bool render_particle(const Sprite &, Transform tm);
void render_normal(const Sprite &, const Transform & tm);
/**
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
* \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 = nullptr;
// TODO: needs a better solution
};
} // namespace crepe
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