refactor: format
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@@ -24,7 +24,7 @@ static SDL_Window* window;
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static SDL_GLContext glContext;
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static SDL_GLContext glContext;
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static constexpr int WindowWidth = 800;
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static constexpr int WindowWidth = 800;
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static constexpr int WindowHeight= 600;
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static constexpr int WindowHeight = 600;
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static constexpr const char WindowName[] = "Tower Defense";
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static constexpr const char WindowName[] = "Tower Defense";
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std::unique_ptr<td::render::Renderer> renderer = std::make_unique<td::render::Renderer>();
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std::unique_ptr<td::render::Renderer> renderer = std::make_unique<td::render::Renderer>();
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@@ -64,9 +64,8 @@ bool create() {
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glContext = SDL_GL_CreateContext(window);
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glContext = SDL_GL_CreateContext(window);
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if (!glContext)
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if (!glContext) {
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{
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std::cerr << "Could not create context! SDL error: " << SDL_GetError() << std::endl;
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std::cerr << "Could not create context! SDL reports error: " << SDL_GetError() << std::endl;
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return false;
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return false;
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}
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}
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@@ -76,9 +75,9 @@ bool create() {
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
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SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor);
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
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SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &r);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
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SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &g);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
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SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &b);
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SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
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SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &a);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
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SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &depth);
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@@ -96,7 +95,7 @@ bool create() {
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}
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}
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std::cout << "GL Context: " << major << "." << minor << " " << mask_desc
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std::cout << "GL Context: " << major << "." << minor << " " << mask_desc
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<< ", Color : R" << r << "G" << g << "B" << b << "A" << a << ", Depth bits: " << depth << std::endl;
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<< ", Color : R" << r << "G" << g << "B" << b << "A" << a << ", Depth bits: " << depth << std::endl;
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SDL_GL_MakeCurrent(window, glContext);
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SDL_GL_MakeCurrent(window, glContext);
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@@ -128,21 +127,21 @@ void destroy() {
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void pollEvents() {
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void pollEvents() {
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SDL_Event event;
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SDL_Event event;
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while(SDL_PollEvent(&event)){
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while (SDL_PollEvent(&event)) {
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if(event.type == SDL_WINDOWEVENT){
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if (event.type == SDL_WINDOWEVENT) {
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switch(event.window.event){
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:{
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case SDL_WINDOWEVENT_CLOSE: {
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shouldClose = true;
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shouldClose = true;
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}
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}
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case SDL_WINDOWEVENT_RESIZED:{
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case SDL_WINDOWEVENT_RESIZED: {
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int windowWidth, windowHeight;
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int windowWidth, windowHeight;
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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SDL_GetWindowSize(window, &windowWidth, &windowHeight);
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windowResizeEvent(windowWidth, windowHeight);
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windowResizeEvent(windowWidth, windowHeight);
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}
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}
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default:
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default:
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break;
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break;
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}
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}
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}
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}
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ImGui_ImplSDL2_ProcessEvent(&event);
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ImGui_ImplSDL2_ProcessEvent(&event);
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