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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-11 15:47:49 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-11 15:47:49 +0100
commit9b337ae01e4f3efc6ad3be5af33e3df8e9224d71 (patch)
tree55cffb789f00b55799074ed0a76ef20e599c9d3b /src
parent045c263f5bc432ff0758dd0928e4a0f5e5eed85d (diff)
make format
Diffstat (limited to 'src')
-rw-r--r--src/crepe/facade/SDLContext.cpp10
-rw-r--r--src/example/rendering_particle.cpp12
2 files changed, 11 insertions, 11 deletions
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index 8597f06..7676cfd 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -1,8 +1,8 @@
#include <SDL2/SDL.h>
-#include <SDL2/SDL_pixels.h>
#include <SDL2/SDL_blendmode.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_keycode.h>
+#include <SDL2/SDL_pixels.h>
#include <SDL2/SDL_rect.h>
#include <SDL2/SDL_render.h>
#include <SDL2/SDL_surface.h>
@@ -245,10 +245,10 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
- vec2 screen_pos
- = (ctx.pos + data.position_offset - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2)
- * cam_aux_data.render_scale
- - size / 2 + cam_aux_data.bar_size;
+ vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos
+ + (cam_aux_data.zoomed_viewport) / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
return SDL_FRect{
.x = screen_pos.x,
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index b57ba04..48e02ba 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -71,21 +71,21 @@ public:
anim.set_anim(2);
anim.pause();
- auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{400, 400},
+ auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400},
Camera::Data{
.bg_color = Color::WHITE,
});
- function<void()> on_click = [&](){ cout << "button clicked" << std::endl; };
- function<void()> on_enter = [&](){ cout << "enter" << std::endl; };
- function<void()> on_exit = [&](){ cout << "exit" << std::endl; };
+ function<void()> on_click = [&]() { cout << "button clicked" << std::endl; };
+ function<void()> on_enter = [&]() { cout << "enter" << std::endl; };
+ function<void()> on_exit = [&]() { cout << "exit" << std::endl; };
- auto & button = game_object.add_component<Button>(vec2{200,200}, vec2{0,0}, on_click, false);
+ auto & button
+ = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false);
button.on_mouse_enter = on_enter;
button.on_mouse_exit = on_exit;
button.is_toggle = true;
button.active = true;
-
}
string get_name() const { return "TestScene"; };