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#pragma once
#include "api/Camera.h"
#include "System.h"
#include "api/ParticleEmitter.h"
#include "api/Transform.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:
// Private constructor to enforce singleton pattern.
RenderSystem();
~RenderSystem();
//! 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 all active sprites to the screen.
void render_sprites() ;
void render_particle(const ParticleEmitter& em, Transform & tm);
/**
* \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
Camera * curr_cam = nullptr;
// TODO: needs a better solution
};
} // namespace crepe
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