Simple C++ Game
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A system that manages Entity sprite sizes, positions, and drawing. More...
#include <RenderSystem.hpp>
Public Member Functions | |
RenderSystem () | |
Construct a new RenderSystem. | |
void | render (sf::RenderTarget &target) const |
Draws the prepared sprites to the sf::RenderTarget. More... | |
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IteratingSystem () | |
Construct a new IteratingSystem with the default EntitySystem constructor. More... | |
IteratingSystem (const std::shared_ptr< EntityFamily > &family) | |
Construct a new IteratingSystem with the EntityFamily EntitySystem constructor. More... | |
void | update (const sf::Time deltaTime) |
Iterates through each element in the system to perform updates. More... | |
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EntitySystem () | |
Construct a new default EntitySystem. More... | |
EntitySystem (const std::shared_ptr< EntityFamily > &family) | |
Construct a new EntitySystem that acts on a specified family. More... | |
virtual void | engineEntityAdded (const std::shared_ptr< Entity > &entity) |
Performs any operations required after an entity has been added to an EntityEngine the system is a part of. More... | |
Protected Member Functions | |
void | process (std::shared_ptr< Entity > &entity, sf::Time deltaTime) |
Processes the Entity graphical data. More... | |
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virtual std::map< int, std::shared_ptr< Entity > > | getEntities () const |
Get the Entities in the system. More... | |
A system that manages Entity sprite sizes, positions, and drawing.
It acts on all elements with a RenderComponent and LocationComponent
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protectedvirtual |
Processes the Entity graphical data.
Sprites are moved and scaled to align with the Entity LocationComponent data.
entity | The entity being processed |
deltaTime | The amount of time that has passed since process() was last called on this entity |
Implements IteratingSystem.
void RenderSystem::render | ( | sf::RenderTarget & | target | ) | const |
Draws the prepared sprites to the sf::RenderTarget.
This method assumes that it is part of a larger pipeline and that entities may not be the only thing being rendered. Methods such as sf::RenderWindow.display() need to be called after RenderSystem::render() to ensure everything is displayed correctly.
target | The target to draw the entities on. |