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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 12:07:07 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-20 12:07:07 +0100
commitbdc81e355e5bee5d2a3e29346ba08f7bc55196ca (patch)
treea5a62ba0b7fd5a354b6523cff768099281d317a1 /src/crepe/facade
parent88f613cbb2e4aaf3ed55ac0c6490706dd6f6f19d (diff)
adjusted branch based on feedback
Diffstat (limited to 'src/crepe/facade')
-rw-r--r--src/crepe/facade/SDLContext.cpp7
1 files changed, 2 insertions, 5 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 785b285..0cb7be9 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -38,7 +38,7 @@ SDLContext::SDLContext() {
}
SDL_Window * tmp_window
= SDL_CreateWindow("Crepe Game Engine", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
- this->viewport.w, this->viewport.h, SDL_WINDOW_RESIZABLE);
+ this->viewport.w, this->viewport.h, 0);
if (!tmp_window) {
// FIXME: throw exception
std::cerr << "Window could not be created! SDL_Error: " << SDL_GetError() << std::endl;
@@ -104,13 +104,11 @@ void SDLContext::handle_events(bool & running) {
void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); }
void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }
-
void SDLContext::draw(const Sprite & sprite, const Transform & transform, const Camera & cam) {
SDL_RendererFlip render_flip
= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * sprite.flip.flip_x)
| (SDL_FLIP_VERTICAL * sprite.flip.flip_y));
-
Vector2 pixel_coord = (transform.position - cam.pos) * cam.scale;
double pixel_w = sprite.sprite_rect.w * transform.scale * cam.scale.x;
@@ -148,11 +146,10 @@ void SDLContext::camera(Camera & cam) {
cam.scale.y = cam.scale.x = cam.screen.y / zoomed_viewport.y;
}
-
if (this->viewport.w != cam.screen.x && this->viewport.h != cam.screen.y) {
this->viewport.w = cam.screen.x;
this->viewport.h = cam.screen.y;
- SDL_SetWindowSize(this->game_window.get(), cam.screen.x , cam.screen.y);
+ SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);
}
SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g,