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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-28 10:21:22 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-28 10:21:22 +0100
commitca81cf4cdb99cfe42359526ff3840f58f4cf214a (patch)
treea0e7b53a39ed9ceba1b8dca20d5dee7a89c52520 /src
parent7508f7b26e73df24e2fcb4296b31d26470fddf76 (diff)
make format
Diffstat (limited to 'src')
-rw-r--r--src/crepe/api/Animator.cpp3
-rw-r--r--src/crepe/api/Texture.cpp16
-rw-r--r--src/crepe/api/Texture.h10
-rw-r--r--src/crepe/facade/SDLContext.h9
-rw-r--r--src/crepe/system/RenderSystem.cpp2
-rw-r--r--src/crepe/system/RenderSystem.h2
-rw-r--r--src/example/rendering_particle.cpp4
-rw-r--r--src/test/ParticleTest.cpp3
-rw-r--r--src/test/RenderSystemTest.cpp20
9 files changed, 31 insertions, 38 deletions
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 31b9632..2b21c6c 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -21,6 +21,7 @@ Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_a
this->active = false;
// need to do this for to get the aspect ratio for a single clipping in the spritesheet
- this->spritesheet.aspect_ratio = static_cast<double>(this->spritesheet.sprite_rect.w) / this->spritesheet.sprite_rect.h;
+ this->spritesheet.aspect_ratio = static_cast<double>(this->spritesheet.sprite_rect.w)
+ / this->spritesheet.sprite_rect.h;
}
Animator::~Animator() { dbg_trace(); }
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
index 576bdc3..e43bdaa 100644
--- a/src/crepe/api/Texture.cpp
+++ b/src/crepe/api/Texture.cpp
@@ -17,15 +17,13 @@ Texture::~Texture() {
this->texture.reset();
}
-Texture::Texture(Texture&& other) noexcept
- : texture(std::move(other.texture)){
-}
-
-Texture& Texture::operator=(Texture&& other) noexcept {
- if (this != &other) {
- texture = std::move(other.texture);
- }
- return *this;
+Texture::Texture(Texture && other) noexcept : texture(std::move(other.texture)) {}
+
+Texture & Texture::operator=(Texture && other) noexcept {
+ if (this != &other) {
+ texture = std::move(other.texture);
+ }
+ return *this;
}
void Texture::load(const Asset & res) {
diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h
index dc4a6d7..7206a66 100644
--- a/src/crepe/api/Texture.h
+++ b/src/crepe/api/Texture.h
@@ -35,11 +35,11 @@ public:
*/
~Texture();
// FIXME: this constructor shouldn't be necessary because this class doesn't manage memory
-
- Texture(Texture&& other) noexcept;
- Texture& operator=(Texture&& other) noexcept;
- Texture(const Texture&) = delete;
- Texture& operator=(const Texture&) = delete;
+
+ Texture(Texture && other) noexcept;
+ Texture & operator=(Texture && other) noexcept;
+ Texture(const Texture &) = delete;
+ Texture & operator=(const Texture &) = delete;
/**
* \brief Gets the width of the texture.
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index 25f2818..5f141be 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -16,14 +16,13 @@
namespace crepe {
-struct RenderCtx{
+struct RenderCtx {
const Sprite & sprite;
const Camera & cam;
const vec2 & cam_pos;
const vec2 & pos;
const double & angle;
const double & scale;
-
};
// TODO: SDL_Keycode is defined in a header not distributed with crepe, which means this
@@ -39,8 +38,6 @@ typedef SDL_Keycode CREPE_KEYCODES;
*/
class SDLContext {
-
-
public:
/**
* \brief Gets the singleton instance of SDLContext.
@@ -161,8 +158,8 @@ private:
* \param img_scale the image multiplier for increasing img size
* \return sdl rectangle to draw a dst image to draw on the screen
*/
- SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, const vec2 & cam_pos,
- const double & img_scale) const;
+ SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam,
+ const vec2 & cam_pos, const double & img_scale) const;
private:
//! sdl Window
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 0bef69b..8895f02 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -6,10 +6,10 @@
#include <vector>
#include "../ComponentManager.h"
+#include "../api/Camera.h"
#include "../api/ParticleEmitter.h"
#include "../api/Sprite.h"
#include "../api/Transform.h"
-#include "../api/Camera.h"
#include "../facade/SDLContext.h"
#include "RenderSystem.h"
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 7279b5c..e70831e 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -13,7 +13,6 @@ class Camera;
class Sprite;
class Transform;
-
/**
* \class RenderSystem
* \brief Manages rendering operations for all game objects.
@@ -80,7 +79,6 @@ private:
//! camera postion in the current scene
vec2 cam_pos;
-
};
} // namespace crepe
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index 68dadd7..8fdbb58 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -31,8 +31,8 @@ int main(int argc, char * argv[]) {
Color color(255, 255, 255, 255);
auto img = Texture("asset/texture/test_ap43.png");
- Sprite & test_sprite
- = game_object.add_component<Sprite>(img, color, Sprite::FlipSettings{true, true}, 1, 1, 500);
+ Sprite & test_sprite = game_object.add_component<Sprite>(
+ img, color, Sprite::FlipSettings{true, true}, 1, 1, 500);
//game_object.add_component<Animator>(test_sprite, 4, 1, 0).active = true;
game_object.add_component<Animator>(test_sprite, 1, 1, 0).active = true;
diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp
index 1ac058f..976f9a1 100644
--- a/src/test/ParticleTest.cpp
+++ b/src/test/ParticleTest.cpp
@@ -30,8 +30,7 @@ public:
Color color(0, 0, 0, 0);
auto s1 = Texture("asset/texture/img.png");
Sprite & test_sprite = game_object.add_component<Sprite>(
- s1, color,
- Sprite::FlipSettings{true, true}, 1,1,100);
+ s1, color, Sprite::FlipSettings{true, true}, 1, 1, 100);
game_object.add_component<ParticleEmitter>(ParticleEmitter::Data{
.position = {0, 0},
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp
index 138aa36..e0bd953 100644
--- a/src/test/RenderSystemTest.cpp
+++ b/src/test/RenderSystemTest.cpp
@@ -7,12 +7,12 @@
#define private public
#define protected public
+#include "crepe/api/Camera.h"
#include <crepe/ComponentManager.h>
#include <crepe/api/Color.h>
#include <crepe/api/GameObject.h>
#include <crepe/api/Sprite.h>
#include <crepe/api/Texture.h>
-#include "crepe/api/Camera.h"
#include <crepe/system/RenderSystem.h>
@@ -34,25 +34,25 @@ public:
auto s2 = Texture("asset/texture/img.png");
auto s3 = Texture("asset/texture/img.png");
auto s4 = Texture("asset/texture/img.png");
- auto & sprite1 = entity1.add_component<Sprite>(s1, Color(0, 0, 0, 0),
- Sprite::FlipSettings{false, false}, 5, 5, 100);
+ auto & sprite1 = entity1.add_component<Sprite>(
+ s1, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 5, 5, 100);
ASSERT_NE(sprite1.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite1.order_in_layer, 5);
EXPECT_EQ(sprite1.sorting_in_layer, 5);
- auto & sprite2 = entity2.add_component<Sprite>(s2, Color(0, 0, 0, 0),
- Sprite::FlipSettings{false, false}, 2, 1, 100);
+ auto & sprite2 = entity2.add_component<Sprite>(
+ s2, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 2, 1, 100);
ASSERT_NE(sprite2.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite2.sorting_in_layer, 2);
EXPECT_EQ(sprite2.order_in_layer, 1);
- auto & sprite3 = entity3.add_component<Sprite>(s3, Color(0, 0, 0, 0),
- Sprite::FlipSettings{false, false}, 1, 2, 100);
+ auto & sprite3 = entity3.add_component<Sprite>(
+ s3, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 2, 100);
ASSERT_NE(sprite3.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite3.sorting_in_layer, 1);
EXPECT_EQ(sprite3.order_in_layer, 2);
- auto & sprite4 = entity4.add_component<Sprite>(s4, Color(0, 0, 0, 0),
- Sprite::FlipSettings{false, false}, 1, 1, 100);
+ auto & sprite4 = entity4.add_component<Sprite>(
+ s4, Color(0, 0, 0, 0), Sprite::FlipSettings{false, false}, 1, 1, 100);
ASSERT_NE(sprite4.sprite_image.texture.get(), nullptr);
EXPECT_EQ(sprite4.sorting_in_layer, 1);
EXPECT_EQ(sprite4.order_in_layer, 1);
@@ -66,7 +66,7 @@ TEST_F(RenderSystemTest, expected_throws) {
EXPECT_ANY_THROW({
auto test = Texture("");
entity1.add_component<Sprite>(test, Color(0, 0, 0, 0),
- Sprite::FlipSettings{false, false},1,1,100);
+ Sprite::FlipSettings{false, false}, 1, 1, 100);
});
// No camera