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#pragma once
#include <functional>
#include <vector>
#include "facade/SDLContext.h"
#include "System.h"
#include <cmath>
namespace crepe {
class Camera;
class Sprite;
/**
* \class RenderSystem
* \brief Manages rendering operations for all game objects.
*
* RenderSystem is responsible for rendering, clearing and presenting the screen, and
* managing the active camera.
*/
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();
//! Presents the rendered frame to the display.
void present_screen();
//! 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 & 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 & sprite, const Transform & tm);
/**
* \brief sort a vector sprite objects with
*
* \param objs the vector that will do a sorting algorithm on
* \return returns a sorted reference vector
*/
std::vector<std::reference_wrapper<Sprite>>
sort(std::vector<std::reference_wrapper<Sprite>> & objs) const;
/**
* \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_ref = nullptr;
// TODO: needs a better solution
SDLContext & context = SDLContext::get_instance();
};
} // namespace crepe
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