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authorYann Herklotz <ymherklotz@gmail.com>2017-06-21 13:15:59 +0100
committerYann Herklotz <ymherklotz@gmail.com>2017-06-21 13:15:59 +0100
commit4e8c07d3fd949287fc2361284a5a7704e642396e (patch)
tree18d7e5c2d41cedb00a29ac303637102c7d4b157d /src/window.cpp
parentf3e75c7f821675740736b46094382d55c7e6ee5c (diff)
downloadYAGE-4e8c07d3fd949287fc2361284a5a7704e642396e.tar.gz
YAGE-4e8c07d3fd949287fc2361284a5a7704e642396e.zip
Correcting indentation and removed vector2d.cpp
Diffstat (limited to 'src/window.cpp')
-rw-r--r--src/window.cpp86
1 files changed, 43 insertions, 43 deletions
diff --git a/src/window.cpp b/src/window.cpp
index dc2a743a..37c3b16d 100644
--- a/src/window.cpp
+++ b/src/window.cpp
@@ -13,69 +13,69 @@ Window::Window()
Window::~Window()
{
- SDL_DestroyWindow(window_);
+ SDL_DestroyWindow(window_);
}
void Window::create(const std::string &window_name, int width, int height, unsigned flags)
{
- Uint32 gl_window_states=0;
+ Uint32 gl_window_states=0;
- // set the correct input flags
- if(flags & WindowFlags::SHOWN)
- gl_window_states|=SDL_WINDOW_OPENGL;
- if(flags & WindowFlags::HIDDEN)
- gl_window_states|=SDL_WINDOW_HIDDEN;
- if(flags & WindowFlags::FULLSCREEN)
- gl_window_states|=SDL_WINDOW_FULLSCREEN;
- if(flags & WindowFlags::BORDERLESS)
- gl_window_states|=SDL_WINDOW_BORDERLESS;
+ // set the correct input flags
+ if(flags & WindowFlags::SHOWN)
+ gl_window_states|=SDL_WINDOW_OPENGL;
+ if(flags & WindowFlags::HIDDEN)
+ gl_window_states|=SDL_WINDOW_HIDDEN;
+ if(flags & WindowFlags::FULLSCREEN)
+ gl_window_states|=SDL_WINDOW_FULLSCREEN;
+ if(flags & WindowFlags::BORDERLESS)
+ gl_window_states|=SDL_WINDOW_BORDERLESS;
- // SDL_GL options
+ // SDL_GL options
- // SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 4);
- // SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 5);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
+ // SDL_GL_SetAttribute (SDL_GL_CONTEXT_MAJOR_VERSION, 4);
+ // SDL_GL_SetAttribute (SDL_GL_CONTEXT_MINOR_VERSION, 5);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- // create the SDL window
- window_ = SDL_CreateWindow(window_name.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- width, height, gl_window_states);
- if(window_ == nullptr)
- throw std::runtime_error("SDL_CreateWindow failed");
+ // create the SDL window
+ window_ = SDL_CreateWindow(window_name.c_str(), SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
+ width, height, gl_window_states);
+ if(window_ == nullptr)
+ throw std::runtime_error("SDL_CreateWindow failed");
- // initialize the GL context in the window
- SDL_GLContext gl_context = SDL_GL_CreateContext(window_);
- if(gl_context == nullptr)
- throw std::runtime_error("SDL_GL_CreateContext failed");
+ // initialize the GL context in the window
+ SDL_GLContext gl_context = SDL_GL_CreateContext(window_);
+ if(gl_context == nullptr)
+ throw std::runtime_error("SDL_GL_CreateContext failed");
- // initialize glew
- GLenum error = glewInit();
- if(error != GLEW_OK)
- throw std::runtime_error("glewInit failed");
+ // initialize glew
+ GLenum error = glewInit();
+ if(error != GLEW_OK)
+ throw std::runtime_error("glewInit failed");
- // print out the current OpenGL version to debug
- std::cout<<"*** OpenGL version: "<<glGetString(GL_VERSION)<<" ***\n";
+ // print out the current OpenGL version to debug
+ std::cout<<"*** OpenGL version: "<<glGetString(GL_VERSION)<<" ***\n";
- // set vsync on instead of custom fps limiting
- SDL_GL_SetSwapInterval(1);
- // set the clear color to black
- glClearColor(0.f, 0.5f, 0.f, 1.f);
- // set alpha blending
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // set vsync on instead of custom fps limiting
+ SDL_GL_SetSwapInterval(1);
+ // set the clear color to black
+ glClearColor(0.f, 0.5f, 0.f, 1.f);
+ // set alpha blending
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void Window::swapBuffer()
{
- // swap the window buffer
- SDL_GL_SwapWindow(window_);
+ // swap the window buffer
+ SDL_GL_SwapWindow(window_);
}
void Window::clearBuffer()
{
- // set the clear depth
- glClearDepth(1.f);
- // clears buffer with clear color
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ // set the clear depth
+ glClearDepth(1.f);
+ // clears buffer with clear color
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
} // yage