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#pragma once
#include <functional>
#include <vector>
#include "api/Sprite.h"
#include "api/Camera.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 all active sprites to the screen.
void render_sprites() ;
std::vector<std::reference_wrapper<Sprite>>
sort(std::vector<std::reference_wrapper<Sprite>> & objs);
/**
* \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_ref = nullptr;
// TODO: needs a better solution
};
} // namespace crepe
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