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author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-03 16:17:07 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-03 16:17:07 +0100 |
commit | 324602e153b052afe0b4b5ae15b25310f5aa6d9f (patch) | |
tree | ebb7cb9ae23e41b1f53ebc33ae8ca5c6dfe3413e /design.tex | |
parent | d830c3ad0e1d749ca72c95a2c293cb67847e783f (diff) |
wrap lines
Diffstat (limited to 'design.tex')
-rw-r--r-- | design.tex | 7 |
1 files changed, 4 insertions, 3 deletions
@@ -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 |