more style refactoring
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@@ -4,9 +4,9 @@
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#include <imgui/imgui.h>
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#include <imgui/imgui_internal.h>
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#include "core/renderer.h"
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#include "core/window.h"
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#include "editor/editor.h"
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#include "Core/renderer.h"
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#include "Core/window.h"
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#include "Editor/editor.h"
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namespace yaze {
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namespace Application {
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@@ -29,8 +29,11 @@ void Controller::onEntry() {
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void Controller::onInput() {
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int wheel = 0;
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int mouseX;
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int mouseY;
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SDL_Event event;
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ImGuiIO &io = ImGui::GetIO();
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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@@ -62,7 +65,7 @@ void Controller::onInput() {
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case SDL_WINDOWEVENT:
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switch (event.window.event) {
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case SDL_WINDOWEVENT_CLOSE:
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active_ = false;
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quit();
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break;
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case SDL_WINDOWEVENT_SIZE_CHANGED:
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io.DisplaySize.x = static_cast<float>(event.window.data1);
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@@ -82,10 +85,6 @@ void Controller::onInput() {
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break;
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}
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}
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int mouseX;
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int mouseY;
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const int buttons = SDL_GetMouseState(&mouseX, &mouseY);
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io.DeltaTime = 1.0f / 60.0f;
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io.MousePos = ImVec2(static_cast<float>(mouseX), static_cast<float>(mouseY));
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io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
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@@ -95,10 +94,7 @@ void Controller::onInput() {
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void Controller::onLoad() { editor_.UpdateScreen(); }
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void Controller::doRender() {
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SDL_Delay(10);
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renderer_.Render();
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}
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void Controller::doRender() { renderer_.Render(); }
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void Controller::onExit() {
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ImGui_ImplSDLRenderer_Shutdown();
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