aboutsummaryrefslogtreecommitdiff
path: root/src/crepe/system/RenderSystem.h
blob: 66430843d7707cf936e8268d23f90883fe0e9b99 (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
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
#pragma once

#include "api/Camera.h"
#include "api/Sprite.h"
#include "api/Transform.h"

#include "System.h"
#include <cmath>

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;


	RenderSystem(const RenderSystem &) = delete;
	RenderSystem(RenderSystem &&) = delete;
	RenderSystem & operator=(const RenderSystem &) = delete;
	RenderSystem & operator=(RenderSystem &&) = delete;

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
	 * \return true if particles have been rendered
	 */
	bool render_particle(const Sprite &, const double & scale);

	/**
	 * \brief renders a sprite with a Transform component on the screen 
	 *
	 * \param sprite  the sprite component that holds all the data
	 * \param tm the Transform component that holds the position,rotation and scale 
	 */
	void render_normal(const Sprite &, const Transform & tm);

	/**
	 * \todo Include color handling for 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