Get rid of unneeded pointers+update todos

This commit is contained in:
bloeys
2024-05-01 01:16:33 +04:00
parent abd7079e61
commit d523c0951b
6 changed files with 72 additions and 70 deletions

View File

@ -167,42 +167,44 @@ func initSDL() error {
return nil
}
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
func CreateOpenGLWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
return createWindow(title, x, y, width, height, WindowFlags_OPENGL|flags, rend)
}
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
return createWindow(title, sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, width, height, WindowFlags_OPENGL|flags, rend)
}
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (Window, error) {
assert.T(isInited, "engine.Init() was not called!")
sdlWin, err := sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
}
win := &Window{
SDLWin: sdlWin,
win := Window{
SDLWin: nil,
EventCallbacks: make([]func(sdl.Event), 0),
Rend: rend,
}
win.GlCtx, err = sdlWin.GLCreateContext()
var err error
win.SDLWin, err = sdl.CreateWindow(title, x, y, width, height, uint32(flags))
if err != nil {
return nil, err
return win, err
}
win.GlCtx, err = win.SDLWin.GLCreateContext()
if err != nil {
return win, err
}
err = initOpenGL()
if err != nil {
return nil, err
return win, err
}
// Get rid of the blinding white startup screen (unfortunately there is still one frame of white)
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT | gl.STENCIL_BUFFER_BIT)
sdlWin.GLSwap()
win.SDLWin.GLSwap()
return win, err
}