adding a screen renderer system

This commit is contained in:
Clément Le Bihan
2021-05-26 15:18:44 +02:00
parent 408e955b52
commit 8a9a5bb32c
4 changed files with 57 additions and 28 deletions

View File

@@ -0,0 +1,50 @@
//
// Created by cbihan on 26/05/2021.
//
#pragma once
#include "System/System.hpp"
#include "Camera/Camera2D.hpp"
#include "Window.hpp"
namespace BBM
{
template <class T>
class RenderScreenSystem : public WAL::System
{
//! @brief The window to render on
RAY::Window &_window;
//! @brief The camera
T &_camera;
public:
//! @brief ctor
explicit RenderScreenSystem(RAY::Window &window, T camera)
: WAL::System({typeid(RenderScreenSystem)}),
_window(window),
_camera(camera)
{
}
//! @brief A method called after all entities that this system manage has been updated.
//! @note render on screen here
void onSelfUpdate() override
{
this->_window.unuseCamera();
this->_window.setDrawingState(RAY::Window::IDLE);
this->_camera.update();
this->_window.setDrawingState(RAY::Window::DRAWING);
this->_window.clear();
this->_window.useCamera(_camera);
}
//! @brief Default copy ctor
RenderScreenSystem(const RenderScreenSystem &) = delete;
//! @brief Default dtor
~RenderScreenSystem() override = default;
//! @brief Default assignment operator
RenderScreenSystem &operator=(const RenderScreenSystem &) = delete;
};
}