mirror of
https://github.com/MoleskiCoder/EightBit.git
synced 2024-12-23 00:29:47 +00:00
Some mild reformatting of the Gaming class.
Signed-off-by: Adrian Conlon <Adrian.conlon@gmail.com>
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d0467421ff
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@ -20,7 +20,9 @@ void Game::raisePOWER() {
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SDLWrapper::throwSDLException("Unable to create window: ");
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SDLWrapper::throwSDLException("Unable to create window: ");
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::SDL_DisplayMode mode;
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::SDL_DisplayMode mode;
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SDLWrapper::verifySDLCall(::SDL_GetWindowDisplayMode(m_window.get(), &mode), "Unable to obtain window information");
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SDLWrapper::verifySDLCall(
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::SDL_GetWindowDisplayMode(m_window.get(), &mode),
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"Unable to obtain window information: ");
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Uint32 rendererFlags = 0;
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Uint32 rendererFlags = 0;
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m_vsync = useVsync();
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m_vsync = useVsync();
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@ -39,7 +41,9 @@ void Game::raisePOWER() {
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SDLWrapper::throwSDLException("Unable to create renderer: ");
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SDLWrapper::throwSDLException("Unable to create renderer: ");
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::SDL_RendererInfo info;
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::SDL_RendererInfo info;
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SDLWrapper::verifySDLCall(::SDL_GetRendererInfo(m_renderer.get(), &info), "Unable to obtain renderer information");
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SDLWrapper::verifySDLCall(
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::SDL_GetRendererInfo(m_renderer.get(), &info),
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"Unable to obtain renderer information");
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if (m_vsync) {
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if (m_vsync) {
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if ((info.flags & SDL_RENDERER_PRESENTVSYNC) == 0) {
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if ((info.flags & SDL_RENDERER_PRESENTVSYNC) == 0) {
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@ -57,7 +61,9 @@ void Game::raisePOWER() {
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}
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}
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void Game::configureBackground() const {
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void Game::configureBackground() const {
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SDLWrapper::verifySDLCall(::SDL_SetRenderDrawColor(m_renderer.get(), 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE), "Unable to set render draw colour");
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SDLWrapper::verifySDLCall(
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::SDL_SetRenderDrawColor(m_renderer.get(), 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE),
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"Unable to set render draw colour");
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}
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}
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void Game::createBitmapTexture() {
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void Game::createBitmapTexture() {
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@ -169,13 +175,15 @@ std::shared_ptr<GameController> Game::chooseController(const int who) const {
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}
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}
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void Game::updateTexture() {
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void Game::updateTexture() {
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SDLWrapper::verifySDLCall(::SDL_UpdateTexture(m_bitmapTexture.get(), nullptr, pixels(), displayWidth() * sizeof(Uint32)), "Unable to update texture: ");
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SDLWrapper::verifySDLCall(
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::SDL_UpdateTexture(m_bitmapTexture.get(), nullptr, pixels(), displayWidth() * sizeof(Uint32)),
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"Unable to update texture: ");
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}
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}
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void Game::copyTexture() {
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void Game::copyTexture() {
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SDLWrapper::verifySDLCall(
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SDLWrapper::verifySDLCall(
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::SDL_RenderCopy(m_renderer.get(), m_bitmapTexture.get(), nullptr, nullptr),
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::SDL_RenderCopy(m_renderer.get(), m_bitmapTexture.get(), nullptr, nullptr),
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"Unable to copy texture to renderer");
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"Unable to copy texture to renderer: ");
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}
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}
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void Game::displayTexture() {
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void Game::displayTexture() {
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@ -184,7 +192,9 @@ void Game::displayTexture() {
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void Game::toggleFullscreen() {
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void Game::toggleFullscreen() {
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auto wasFullscreen = ::SDL_GetWindowFlags(m_window.get()) & SDL_WINDOW_FULLSCREEN_DESKTOP;
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auto wasFullscreen = ::SDL_GetWindowFlags(m_window.get()) & SDL_WINDOW_FULLSCREEN_DESKTOP;
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SDLWrapper::verifySDLCall(::SDL_SetWindowFullscreen(m_window.get(), wasFullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP), "Failed to modify the window full screen setting");
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SDLWrapper::verifySDLCall(
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::SDL_SetWindowFullscreen(m_window.get(), wasFullscreen ? 0 : SDL_WINDOW_FULLSCREEN_DESKTOP),
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"Failed to modify the window full screen setting: ");
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::SDL_ShowCursor(wasFullscreen ? 1 : 0);
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::SDL_ShowCursor(wasFullscreen ? 1 : 0);
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}
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}
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