blob: 40978ae7060660abed5907f14c04a9c3d026d809 (
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
|
#pragma once
#include <functional>
#include <vector>
#include "facade/SDLContext.h"
#include "System.h"
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 all active sprites to the screen.
void render_sprites();
/**
* \brief sort a vector sprite objects with
*
* \param objs the vector that will do a sorting algorithm on
* \return returns a sorted reference vector
*/
RefVector<Sprite> sort(RefVector<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
SDLContext & context = SDLContext::get_instance();
};
} // namespace crepe
|