5#include "../include/ParallaxLayerManager.h"
6#include "../../ECS_Systems.h"
7#include "../../GameEngine.h"
28 layer.texture =
nullptr;
52 layer.texture =
nullptr;
102 float screenX = worldX *
cam.zoom -
cam.screenOffset.x +
cam.viewport.w / 2.0f;
103 float screenY = worldY *
cam.zoom -
cam.screenOffset.y +
cam.viewport.h / 2.0f;
129 for (
int tileY = 0; tileY <
tilesY; ++tileY)
131 for (
int tileX = 0; tileX <
tilesX; ++tileX)
174 for (
const auto& layer :
layers_)
182 return a->zOrder < b->zOrder;
RenderLayer
Render layer enumeration for Z-ordering.
ComponentTypeID GetComponentTypeID_Static()
static SDL_Renderer * renderer
static SDL_Renderer * renderer
Main SDL renderer.
const ParallaxLayer * GetLayer(size_t index) const
void AddLayer(const ParallaxLayer &layer)
void RenderAllLayers(const CameraTransform &cam) const
vector< ParallaxLayer > layers_
void RenderLayer(const ParallaxLayer &layer, const CameraTransform &cam) const
static ParallaxLayerManager & Get()
void CalculateRenderPosition(const ParallaxLayer &layer, float cameraX, float cameraY, float zoom, float &outX, float &outY) const