window: fix indent

This commit is contained in:
arthur.jamet
2021-05-14 16:08:49 +02:00
parent ecf9467837
commit f48890e882
+46 -46
View File
@@ -15,68 +15,68 @@
#include "Surface.hpp"
namespace Ray {
class Window: public Surface {
public:
// Creates window, and opens it if openNow is set to true
Window(int width, int height, const std::string title, bool openNow = false);
//Closes window if still open
~Window() = default;
class Window: public Surface {
public:
// Creates window, and opens it if openNow is set to true
Window(int width, int height, const std::string title, bool openNow = false);
//Closes window if still open
~Window() = default;
// Initialize window and OpenGL context
bool open(void);
// Initialize window and OpenGL context
bool open(void);
// Check if KEY_ESCAPE pressed or Close icon pressed
bool shouldClose(void) const;
// Check if KEY_ESCAPE pressed or Close icon pressed
bool shouldClose(void) const;
//Set key used to close window (default: ESC)
void setExitKey(Keyboard::Key key);
//Set key used to close window (default: ESC)
void setExitKey(Keyboard::Key key);
// Close window and unload OpenGL context
bool close(void);
// Close window and unload OpenGL context
bool close(void);
// Check if window is currently focused
bool isFocused(void);
// Check if window is currently focused
bool isFocused(void);
// Set window dimensions
const Ray::Vector2 &getDimensions(void) const;
// Set window dimensions
const Ray::Vector2 &getDimensions(void) const;
// Shows cursor
void showCursor(void);
// Shows cursor
void showCursor(void);
// Hides cursor
void hideCursor(void);
// Hides cursor
void hideCursor(void);
// Check if cursor is not visible
bool cursorIsHidden(void) const;
// Check if cursor is not visible
bool cursorIsHidden(void) const;
// Check if cursor is on the current screen.
bool cursorIsOnScreen(void) const;
// Check if cursor is on the current screen.
bool cursorIsOnScreen(void) const;
// Set target FPS (maximum)
void setFPS(int fps);
// Set target FPS (maximum)
void setFPS(int fps);
// Set background color (framebuffer clear color)
void clear(const Color &color);
// Set background color (framebuffer clear color)
void clear(const Color &color);
// Setup canvas (framebuffer) to start drawing
// Must be called before first draw of iteration
void beginDrawing(void);
// Setup canvas (framebuffer) to start drawing
// Must be called before first draw of iteration
void beginDrawing(void);
// End canvas drawing and swap buffers (double buffering)
// Must be called after last draw of iteration
void endDrawing(void);
// End canvas drawing and swap buffers (double buffering)
// Must be called after last draw of iteration
void endDrawing(void);
void draw(const Rectangle &);
void draw(const Line &);
void draw(const Point &);
void draw(const Circle &);
void draw(const Rectangle &);
void draw(const Line &);
void draw(const Point &);
void draw(const Circle &);
private:
Ray::Vector2 _dimensions;
std::string _title;
bool _isOpen;
};
private:
Ray::Vector2 _dimensions;
std::string _title;
bool _isOpen;
};
}
#endif /* !WINDOW_HPP_ */