From f8b2f9f3a2557313d37d53042dd36f0063f2ee61 Mon Sep 17 00:00:00 2001
From: Loek Le Blansch <loek@pipeframe.xyz>
Date: Tue, 1 Oct 2024 18:03:41 +0200
Subject: `make format`

---
 mwe/gameloop/include/gameObject.h |  54 +++++++++---------
 mwe/gameloop/include/timer.h      |  29 +++++-----
 mwe/gameloop/src/loopManager.cpp  | 113 +++++++++++++++++++-------------------
 mwe/gameloop/src/main.cpp         |   1 -
 mwe/gameloop/src/timer.cpp        |  79 +++++++++++---------------
 5 files changed, 130 insertions(+), 146 deletions(-)

(limited to 'mwe/gameloop')

diff --git a/mwe/gameloop/include/gameObject.h b/mwe/gameloop/include/gameObject.h
index fc7d026..abdc9b0 100644
--- a/mwe/gameloop/include/gameObject.h
+++ b/mwe/gameloop/include/gameObject.h
@@ -1,30 +1,32 @@
 #pragma once
 #include <iostream>
 class GameObject {
-	public:
-		GameObject();
-		GameObject(std::string name, float x, float y, float width, float height, float velX, float velY);
-		std::string getName() const;
-		float getX() const;
-		float getY() const;
-		float getWidth() const;
-		float getHeight() const;
-		float getVelX() const;
-		float getVelY() const;
-		void setName(std::string value);
-		void setX(float value);
-		void setY(float value);
-		void setWidth(float value);
-		void setHeight(float value);
-		void setVelX(float value);
-		void setVelY(float value);
-		int direction;
-	private:
-		std::string name = "";
-		float x = 0;
-		float y = 0;
-		float width = 0;
-		float height = 0;
-		float velX = 0;
-		float velY = 0;
+public:
+	GameObject();
+	GameObject(std::string name, float x, float y, float width, float height,
+			   float velX, float velY);
+	std::string getName() const;
+	float getX() const;
+	float getY() const;
+	float getWidth() const;
+	float getHeight() const;
+	float getVelX() const;
+	float getVelY() const;
+	void setName(std::string value);
+	void setX(float value);
+	void setY(float value);
+	void setWidth(float value);
+	void setHeight(float value);
+	void setVelX(float value);
+	void setVelY(float value);
+	int direction;
+
+private:
+	std::string name = "";
+	float x = 0;
+	float y = 0;
+	float width = 0;
+	float height = 0;
+	float velX = 0;
+	float velY = 0;
 };
diff --git a/mwe/gameloop/include/timer.h b/mwe/gameloop/include/timer.h
index ca1e5f3..8273746 100644
--- a/mwe/gameloop/include/timer.h
+++ b/mwe/gameloop/include/timer.h
@@ -4,29 +4,30 @@
 
 class LoopTimer {
 public:
-    static LoopTimer& getInstance();
-    void start();
-    void update();
-    double getDeltaTime() const;
-    int getCurrentTime() const;
+	static LoopTimer & getInstance();
+	void start();
+	void update();
+	double getDeltaTime() const;
+	int getCurrentTime() const;
 	void advanceFixedUpdate();
 	double getFixedDeltaTime() const;
-    void setFPS(int FPS);
-    int getFPS() const;
+	void setFPS(int FPS);
+	int getFPS() const;
 	double getGameScale();
 	void setGameScale(double);
-    void enforceFrameRate();
+	void enforceFrameRate();
 	double getLag() const;
+
 private:
-    LoopTimer();
+	LoopTimer();
 	int FPS = 50;
 	double gameScale = 1;
 	double maximumDeltaTime = 0.25;
-    double deltaTime;
+	double deltaTime;
 	double frameTargetTime = FPS / 1000;
-    double fixedDeltaTime = 0.01;
-    double elapsedTime;
-    double elapsedFixedTime;
+	double fixedDeltaTime = 0.01;
+	double elapsedTime;
+	double elapsedFixedTime;
 	double time;
-    uint64_t lastFrameTime;
+	uint64_t lastFrameTime;
 };
diff --git a/mwe/gameloop/src/loopManager.cpp b/mwe/gameloop/src/loopManager.cpp
index dde3cef..0392853 100644
--- a/mwe/gameloop/src/loopManager.cpp
+++ b/mwe/gameloop/src/loopManager.cpp
@@ -1,92 +1,89 @@
 #include "loopManager.h"
 #include "timer.h"
-LoopManager::LoopManager(){
-}
-void LoopManager::processInput(){
+LoopManager::LoopManager() {}
+void LoopManager::processInput() {
 	SDL_Event event;
 	SDL_PollEvent(&event);
-	switch(event.type){
+	switch (event.type) {
 		case SDL_QUIT:
 			gameRunning = false;
 			break;
 		case SDL_KEYDOWN:
-			if(event.key.keysym.sym == SDLK_ESCAPE){
+			if (event.key.keysym.sym == SDLK_ESCAPE) {
 				gameRunning = false;
-			}else if(event.key.keysym.sym == SDLK_i){
-				LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() + 0.1);
-			}else if(event.key.keysym.sym == SDLK_k){
-				LoopTimer::getInstance().setGameScale(LoopTimer::getInstance().getGameScale() - 0.1);
+			} else if (event.key.keysym.sym == SDLK_i) {
+				LoopTimer::getInstance().setGameScale(
+					LoopTimer::getInstance().getGameScale() + 0.1);
+			} else if (event.key.keysym.sym == SDLK_k) {
+				LoopTimer::getInstance().setGameScale(
+					LoopTimer::getInstance().getGameScale() - 0.1);
 			}
-		
-		break;
+
+			break;
 	}
 }
-void LoopManager::fixedUpdate(){
-	fprintf(stderr,"fixed update\n");
-}
+void LoopManager::fixedUpdate() { fprintf(stderr, "fixed update\n"); }
 void LoopManager::loop() {
-    LoopTimer& timer = LoopTimer::getInstance();
-    timer.start();
+	LoopTimer & timer = LoopTimer::getInstance();
+	timer.start();
 
-    while (gameRunning) {
-        timer.update();
+	while (gameRunning) {
+		timer.update();
 
-        while (timer.getLag() >= timer.getFixedDeltaTime()) {
-            processInput();
-            fixedUpdate();
-            timer.advanceFixedUpdate();
-        }
+		while (timer.getLag() >= timer.getFixedDeltaTime()) {
+			processInput();
+			fixedUpdate();
+			timer.advanceFixedUpdate();
+		}
 
-        update();
-        render();
+		update();
+		render();
 
-        timer.enforceFrameRate();
-    }
+		timer.enforceFrameRate();
+	}
 
-    window.destroyWindow();
+	window.destroyWindow();
 }
 
-void LoopManager::setup(){
+void LoopManager::setup() {
 	gameRunning = window.initWindow();
 	LoopTimer::getInstance().start();
 	LoopTimer::getInstance().setFPS(500);
-	
-	for(int i = 1; i < 3;i++){
-		GameObject* square = new GameObject("square2",i*60,i*60,20,20,0,0);
+
+	for (int i = 1; i < 3; i++) {
+		GameObject * square
+			= new GameObject("square2", i * 60, i * 60, 20, 20, 0, 0);
 		objectList.push_back(square);
 	}
 }
-void LoopManager::render(){
-	fprintf(stderr,"**********render********** \n");
-	if(gameRunning){
+void LoopManager::render() {
+	fprintf(stderr, "**********render********** \n");
+	if (gameRunning) {
 		window.render(objectList);
 	}
 }
 
 void LoopManager::update() {
-    fprintf(stderr, "********** normal update ********** \n");
-    LoopTimer& timer = LoopTimer::getInstance();
-    
-    float delta = timer.getDeltaTime();
-    for (int i = 0; i < objectList.size(); i++) {
-        GameObject* obj = objectList[i];
-        
-        // Move the object based on its direction
-        if (obj->direction == 1) {
-            obj->setX(obj->getX() + 50 * delta); 
-        } else {
-            obj->setX(obj->getX() - 50 * delta); 
-        }
-        
+	fprintf(stderr, "********** normal update ********** \n");
+	LoopTimer & timer = LoopTimer::getInstance();
 
-        if (obj->getX() > 500) {
-            obj->setX(500); 
-            obj->direction = 0; // Switch direction to left
-        } else if (obj->getX() < 50) {
-            obj->setX(50); // Clamp the position to the boundary
-            obj->direction = 1; // Switch direction to right
-        }
-    }
-}
+	float delta = timer.getDeltaTime();
+	for (int i = 0; i < objectList.size(); i++) {
+		GameObject * obj = objectList[i];
 
+		// Move the object based on its direction
+		if (obj->direction == 1) {
+			obj->setX(obj->getX() + 50 * delta);
+		} else {
+			obj->setX(obj->getX() - 50 * delta);
+		}
 
+		if (obj->getX() > 500) {
+			obj->setX(500);
+			obj->direction = 0; // Switch direction to left
+		} else if (obj->getX() < 50) {
+			obj->setX(50); // Clamp the position to the boundary
+			obj->direction = 1; // Switch direction to right
+		}
+	}
+}
diff --git a/mwe/gameloop/src/main.cpp b/mwe/gameloop/src/main.cpp
index 9f407c4..c0f216a 100644
--- a/mwe/gameloop/src/main.cpp
+++ b/mwe/gameloop/src/main.cpp
@@ -5,7 +5,6 @@
 #include "loopManager.h"
 #include "timer.h"
 
-
 int main(int argc, char * args[]) {
 	LoopManager gameLoop;
 	gameLoop.setup();
diff --git a/mwe/gameloop/src/timer.cpp b/mwe/gameloop/src/timer.cpp
index 03fb9eb..97baef6 100644
--- a/mwe/gameloop/src/timer.cpp
+++ b/mwe/gameloop/src/timer.cpp
@@ -1,68 +1,53 @@
 #include "timer.h"
-LoopTimer::LoopTimer(){}
+LoopTimer::LoopTimer() {}
 
-LoopTimer& LoopTimer::getInstance() {
-    static LoopTimer instance;
-    return instance;
+LoopTimer & LoopTimer::getInstance() {
+	static LoopTimer instance;
+	return instance;
 }
 
 void LoopTimer::start() {
-    lastFrameTime = SDL_GetTicks64();
-    elapsedTime = 0;
-    elapsedFixedTime = 0;
-    deltaTime = 0;
+	lastFrameTime = SDL_GetTicks64();
+	elapsedTime = 0;
+	elapsedFixedTime = 0;
+	deltaTime = 0;
 }
 
 void LoopTimer::update() {
-    uint64_t currentFrameTime = SDL_GetTicks64();
-    deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
+	uint64_t currentFrameTime = SDL_GetTicks64();
+	deltaTime = (currentFrameTime - lastFrameTime) / 1000.0;
 
-    if (deltaTime > maximumDeltaTime) {
-        deltaTime = maximumDeltaTime;
-    }
+	if (deltaTime > maximumDeltaTime) {
+		deltaTime = maximumDeltaTime;
+	}
 	deltaTime *= gameScale;
-    elapsedTime += deltaTime;
-    lastFrameTime = currentFrameTime;
+	elapsedTime += deltaTime;
+	lastFrameTime = currentFrameTime;
 }
 
-double LoopTimer::getDeltaTime() const {
-    return deltaTime;
-}
-int LoopTimer::getCurrentTime() const {
-    return SDL_GetTicks();
-}
+double LoopTimer::getDeltaTime() const { return deltaTime; }
+int LoopTimer::getCurrentTime() const { return SDL_GetTicks(); }
 
-void LoopTimer::advanceFixedUpdate() {
-    elapsedFixedTime += fixedDeltaTime;
-}
+void LoopTimer::advanceFixedUpdate() { elapsedFixedTime += fixedDeltaTime; }
 
-double LoopTimer::getFixedDeltaTime() const {
-    return fixedDeltaTime;
-}
+double LoopTimer::getFixedDeltaTime() const { return fixedDeltaTime; }
 
 void LoopTimer::setFPS(int FPS) {
-    this->FPS = FPS;
-    frameTargetTime = 1.0 / FPS;
+	this->FPS = FPS;
+	frameTargetTime = 1.0 / FPS;
 }
 
-int LoopTimer::getFPS() const {
-    return FPS;
-}
-void LoopTimer::setGameScale(double value){
-	gameScale = value;
-};
-double LoopTimer::getGameScale(){
-	return gameScale;
-}
+int LoopTimer::getFPS() const { return FPS; }
+void LoopTimer::setGameScale(double value) { gameScale = value; };
+double LoopTimer::getGameScale() { return gameScale; }
 void LoopTimer::enforceFrameRate() {
-    uint64_t currentFrameTime = SDL_GetTicks64();
-    double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;
+	uint64_t currentFrameTime = SDL_GetTicks64();
+	double frameDuration = (currentFrameTime - lastFrameTime) / 1000.0;
 
-    if (frameDuration < frameTargetTime) {
-        uint32_t delayTime = (uint32_t)((frameTargetTime - frameDuration) * 1000.0);
-        SDL_Delay(delayTime);
-    }
-}
-double LoopTimer::getLag() const {
-    return elapsedTime - elapsedFixedTime;
+	if (frameDuration < frameTargetTime) {
+		uint32_t delayTime
+			= (uint32_t) ((frameTargetTime - frameDuration) * 1000.0);
+		SDL_Delay(delayTime);
+	}
 }
+double LoopTimer::getLag() const { return elapsedTime - elapsedFixedTime; }
-- 
cgit v1.2.3