blob: de76229b4077cc3e9e8ae7fc9d1cd3ac6869ade2 (
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
81
82
|
#pragma once
#include <cmath>
#include "facade/SDLContext.h"
#include "System.h"
#include "types.h"
namespace crepe {
class Camera;
class Sprite;
class Transform;
/**
* \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.
SDLContext::CameraValues 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. This is not a const reference because each
* particle has a position and rotation that needs to overwrite the transform position and
* rotation without overwriting the current transform. and because the transform
* constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
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 SDLContext::CameraValues & cam,
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
*/
RefVector<Sprite> sort(RefVector<Sprite> & objs) const;
/**
* \todo Add text rendering using SDL_ttf for text components.
* \todo Implement a text component and a button component.
* \todo Consider adding text input functionality.
*/
};
} // namespace crepe
|