WindowResizeEvent | FlushScene
- 'Renderer' now receives 'WindowResizedEvent' and handle the 'Framebuffer' and viewport stuff - Added 'Renderer' now uses the new 'FlushScene' function to flush when the mapped vertex buffer is filled - The viewport is now set by 'RenderCommand' via the 'Renderer' rather than the 'GraphicsConntext' - 'Window' no longer sends 'WindowResizedEvent' to 'GraphicsContext' - 'GraphicsContext' no longer receives 'OnWindowResize' events - Note: Sending events should be done by the 'Application' - Note: Excuse the double commit, forgot to commit 'wWindow.cpp'
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1 changed files with 8 additions and 5 deletions
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@ -86,11 +86,16 @@ namespace Light {
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// resized
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case EventType::WindowResized:
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m_GraphicsContext->OnWindowResize((const WindowResizedEvent&)event);
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OnWindowResize((const WindowResizedEvent&)event);
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break;
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}
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}
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void wWindow::OnWindowResize(const WindowResizedEvent& event)
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{
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m_Properties.size = event.GetSize();
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}
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void wWindow::SetTitle(const std::string& title)
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{
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m_Properties.title = title;
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@ -107,10 +112,8 @@ namespace Light {
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void wWindow::SetSize(const glm::uvec2& size, bool additive /* = false */)
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{
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m_Properties.size.x = size.x == 0u ? m_Properties.size.x : additive ? m_Properties.size.x + size.x : size.x;
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m_Properties.size.y = size.y == 0u ? m_Properties.size.y : additive ? m_Properties.size.y + size.y : size.y;
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glfwSetWindowSize(m_Handle, m_Properties.size.x, m_Properties.size.y);
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glfwSetWindowSize(m_Handle, size.x == 0u ? m_Properties.size.x : additive ? m_Properties.size.x + size.x : size.x,
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size.y == 0u ? m_Properties.size.y : additive ? m_Properties.size.y + size.y : size.y);
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}
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void wWindow::BindGlfwEvents()
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