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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-08 20:21:36 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-08 20:21:36 +0100
commit506de66aaecc9b82415dde46058b848e46bc7258 (patch)
treea3f2427b0882d07f2d960b7214170533ad241830 /src/crepe/facade/SDLContext.cpp
parent7817c85e84560933a33ad86ec3f9ca3d48d327d5 (diff)
nitpicks (merge #27)
Diffstat (limited to 'src/crepe/facade/SDLContext.cpp')
-rw-r--r--src/crepe/facade/SDLContext.cpp33
1 files changed, 20 insertions, 13 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 5b9ca71..c4c96e2 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -46,11 +46,11 @@ SDLContext::SDLContext() {
<< SDL_GetError() << std::endl;
return;
}
- this->game_window = {tmp_window, [](SDL_Window* window) { SDL_DestroyWindow(window); }};
+ this->game_window
+ = {tmp_window, [](SDL_Window * window) { SDL_DestroyWindow(window); }};
-
- SDL_Renderer* tmp_renderer = SDL_CreateRenderer(this->game_window.get(), -1,
- SDL_RENDERER_ACCELERATED);
+ SDL_Renderer * tmp_renderer = SDL_CreateRenderer(
+ this->game_window.get(), -1, SDL_RENDERER_ACCELERATED);
if (!tmp_renderer) {
// FIXME: throw exception
std::cerr << "Renderer could not be created! SDL_Error: "
@@ -59,7 +59,9 @@ SDLContext::SDLContext() {
return;
}
- this->game_renderer = {tmp_renderer, [](SDL_Renderer* renderer) { SDL_DestroyRenderer(renderer); }};
+ this->game_renderer = {tmp_renderer, [](SDL_Renderer * renderer) {
+ SDL_DestroyRenderer(renderer);
+ }};
int img_flags = IMG_INIT_PNG;
if (!(IMG_Init(img_flags) & img_flags)) {
@@ -150,27 +152,32 @@ void SDLContext::camera(const Camera & cam) {
cam.bg_color.g, cam.bg_color.b, cam.bg_color.a);
}
-const uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
+uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); }
-std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> SDLContext::texture_from_path(const std::string & path) {
+std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
+SDLContext::texture_from_path(const std::string & path) {
SDL_Surface * tmp = IMG_Load(path.c_str());
- if (tmp == nullptr) {
+ if (tmp == nullptr) {
throw Exception("surface cannot be load from %s", path.c_str());
}
- std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> img_surface;
- img_surface = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }};
+ std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>>
+ img_surface;
+ img_surface
+ = {tmp, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }};
SDL_Texture * tmp_texture = SDL_CreateTextureFromSurface(
this->game_renderer.get(), img_surface.get());
- if ( tmp_texture == nullptr) {
+ if (tmp_texture == nullptr) {
throw Exception("Texture cannot be load from %s", path.c_str());
}
- std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> img_texture;
- img_texture = {tmp_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
+ std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>>
+ img_texture;
+ img_texture = {tmp_texture,
+ [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
return img_texture;
}