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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-16 21:45:36 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-16 21:45:36 +0100
commit73598a9e7f49047d74ca439cb0f300099d8c03bf (patch)
treeef62148ac6769f169670a1e7f7fd8482045ef65f /mwe/events/src/loopManager.cpp
parentd258fcc8efdb6a968a220c4590a204292a16ad42 (diff)
parent121b64b1cb6cfead5814070c8b0185d3d7308095 (diff)
merge `master` into `loek/audio`
Diffstat (limited to 'mwe/events/src/loopManager.cpp')
-rw-r--r--mwe/events/src/loopManager.cpp21
1 files changed, 8 insertions, 13 deletions
diff --git a/mwe/events/src/loopManager.cpp b/mwe/events/src/loopManager.cpp
index 0b7d888..c58a5e7 100644
--- a/mwe/events/src/loopManager.cpp
+++ b/mwe/events/src/loopManager.cpp
@@ -1,8 +1,7 @@
#include "loopManager.h"
LoopManager::LoopManager() : inputSystem(std::make_unique<InputSystem>()) {
- shutdownHandler
- = [this](const ShutDownEvent & event) { this->onShutdown(event); };
+ shutdownHandler = [this](const ShutDownEvent & event) { this->onShutdown(event); };
subscribe(shutdownHandler);
}
void LoopManager::processInput() {
@@ -63,17 +62,15 @@ void LoopManager::setup() {
subscribe<KeyPressedEvent>(callback, false);
EventHandler<MousePressedEvent> mouseCallback = onMouse;
subscribe<MousePressedEvent>(mouseCallback, false);
- EventHandler<KeyPressedEvent> closeWindowCallback
- = [this](const KeyPressedEvent & e) {
- if (e.getKeyCode() == Escape) {
- this->setRunning(false);
- }
- };
+ EventHandler<KeyPressedEvent> closeWindowCallback = [this](const KeyPressedEvent & e) {
+ if (e.getKeyCode() == Escape) {
+ this->setRunning(false);
+ }
+ };
subscribe<KeyPressedEvent>(closeWindowCallback, false);
Button * testButton = new Button(200, 200);
testButton->color = {100, 0, 100};
- testButton->onClick
- = []() { std::cout << "Button was clicked" << std::endl; };
+ testButton->onClick = []() { std::cout << "Button was clicked" << std::endl; };
testButton->x = 200;
testButton->y = 200;
inputSystem->registerButton(testButton);
@@ -93,9 +90,7 @@ void LoopManager::render() {
window.renderUIObjects();
}
}
-void LoopManager::onShutdown(const ShutDownEvent & e) {
- this->gameRunning = false;
-}
+void LoopManager::onShutdown(const ShutDownEvent & e) { this->gameRunning = false; }
void LoopManager::update() {
//fprintf(stderr, "**********normal update********** \n");
LoopTimer & timer = LoopTimer::getInstance();