Even more shared pointers.
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@ -65,9 +65,9 @@ int32_t DawnHost::init(std::shared_ptr<DawnGame> game) {
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assertTrue(fbWidth > 0, "Detected framebuffer height is too small?");
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assertTrue(windowWidth > 0, "Detected window width is too small?");
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assertTrue(windowHeight > 0, "Detected window height is too small?");
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game->renderManager.backBuffer->setSize(fbWidth, fbHeight);
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game->renderManager.backBuffer->scale = ((float_t)fbWidth) / ((float_t)windowWidth);
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assertTrue(game->renderManager.backBuffer->scale > 0, "Back buffer scale is invalid");
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game->renderManager->backBuffer->setSize(fbWidth, fbHeight);
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game->renderManager->backBuffer->scale = ((float_t)fbWidth) / ((float_t)windowWidth);
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assertTrue(game->renderManager->backBuffer->scale > 0, "Back buffer scale is invalid");
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assertNoGLError();
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// Default keybinds
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@ -184,16 +184,16 @@ void glfwOnResize(GLFWwindow *window, int32_t w, int32_t h) {
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if(!host) return;
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assertTrue(window == host->data->window, "glfwOnResize: Window mismatch");
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auto backBuffer = ((BackBufferRenderTarget*)&host->game->renderManager.backBuffer);
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assertNotNull(backBuffer, "glfwOnResize: Back buffer is not valid");
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auto bb = host->game->renderManager->backBuffer;
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assertNotNull(bb, "glfwOnResize: Back buffer is not valid");
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int32_t windowWidth, windowHeight;
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glfwGetWindowSize(window, &windowWidth, &windowHeight);
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// TODO: I may throttle this, it calls for every frame the window's resized.
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backBuffer->setSize((float_t)w, (float_t)h);
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backBuffer->scale = ((float_t)w) / ((float_t)windowWidth);
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assertTrue(backBuffer->scale > 0, "glfwOnResize: Back buffer scale is invalid");
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bb->setSize((float_t)w, (float_t)h);
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bb->scale = ((float_t)w) / ((float_t)windowWidth);
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assertTrue(bb->scale > 0, "glfwOnResize: Back buffer scale is invalid");
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}
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void glfwOnKey(
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@ -225,11 +225,11 @@ void glfwOnCursor(GLFWwindow* window, double xpos, double ypos) {
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if(host == nullptr) return;
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host->game->inputManager.rawInputValues[INPUT_MANAGER_AXIS_MOUSE_X] = mathClamp<float_t>(
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(float_t)(xpos / host->game->renderManager.backBuffer->getWidth()),
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(float_t)(xpos / host->game->renderManager->backBuffer->getWidth()),
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0, 1
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);
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host->game->inputManager.rawInputValues[INPUT_MANAGER_AXIS_MOUSE_Y] = mathClamp<float_t>(
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(float_t)(ypos / host->game->renderManager.backBuffer->getHeight()),
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(float_t)(ypos / host->game->renderManager->backBuffer->getHeight()),
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0, 1
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);
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}
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