Refactor window management and renderer integration for improved structure
- Replaced platform backend references with a dedicated Window class for better encapsulation of window and audio device management. - Updated various files to include the new window header, enhancing clarity and reducing dependencies on the platform backend. - Removed obsolete platform backend code to streamline the codebase and improve maintainability. - Refactored controller and editor classes to utilize the new window management system, ensuring consistent handling of window creation and rendering.
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@@ -6,7 +6,7 @@
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#include <memory>
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#include "absl/status/status.h"
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#include "app/core/platform/backend.h"
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#include "app/core/window.h"
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#include "app/editor/editor_manager.h"
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int main(int argc, char **argv);
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@@ -30,12 +30,7 @@ class Controller {
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void DoRender() const;
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void OnExit();
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absl::Status CreateWindow();
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absl::Status CreateRenderer();
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absl::Status CreateGuiContext();
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absl::Status LoadConfigFiles();
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auto window() -> SDL_Window * { return window_.get(); }
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auto window() -> SDL_Window * { return window_.window_.get(); }
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void set_active(bool active) { active_ = active; }
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auto active() const { return active_; }
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@@ -43,9 +38,8 @@ class Controller {
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friend int ::main(int argc, char **argv);
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bool active_ = false;
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core::Window window_;
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editor::EditorManager editor_manager_;
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std::shared_ptr<SDL_Window> window_;
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core::PlatformBackend<Sdl2Backend> backend_;
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};
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} // namespace core
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