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authorLoek Le Blansch <loek@pipeframe.xyz>2024-11-03 16:17:07 +0100
committerLoek Le Blansch <loek@pipeframe.xyz>2024-11-03 16:17:07 +0100
commit324602e153b052afe0b4b5ae15b25310f5aa6d9f (patch)
treeebb7cb9ae23e41b1f53ebc33ae8ca5c6dfe3413e /design.tex
parentd830c3ad0e1d749ca72c95a2c293cb67847e783f (diff)
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diff --git a/design.tex b/design.tex
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--- a/design.tex
+++ b/design.tex
@@ -137,8 +137,8 @@ reliability.
\subsection{Texture}
-The textures in cr\^epe game engine are represented by the \codeinline{Texture} class. It
-is implemented as an \gls{facade} around the \gls{sdl} library.
+The textures in cr\^epe game engine are represented by the \codeinline{Texture}
+class. It is implemented as an \gls{facade} around the \gls{sdl} library.
\subsubsection{Architecture}
@@ -217,7 +217,8 @@ following classes:\noparbreak
\item[\codeinline{present_screen()}] Presents the final rendered image to the
screen.
\end{description}
- \item The \codeinline{SdlContext} class, another singleton, manages the \gls{sdl} library
+ \item The \codeinline{SdlContext} class, another singleton, manages the \gls{sdl}
+ library
\item Components are organized as follows:\noparbreak
\begin{itemize}
\item The \codeinline{Component} base class allows for generic handling of