sdl_runtime_compiler git · main
SDL3 game for running and compiling code at runtime
C++ 72.3% C 26.2%git clone https://git.christianimmanuel.de/sdl-graphics/sdl_runtime_compiler.gitwget https://git.christianimmanuel.de/sdl-graphics/sdl_runtime_compiler/archive/sdl_runtime_compiler.tar.gzRename AimResult to Result
src/states/game_state.cpp | 4 ++-- src/systems/aim.hpp | 6 +++--- src/systems/projectile_system.cpp | 2 +- src/systems/projectile_system.hpp | 2 +- 4 files changed, 7 insertions(+), 7 deletions(-) diff --git a/src/states/game_state.cpp b/src/states/game_state.cpp index a49ac11..a305665 100644 --- a/src/states/game_state.cpp +++ b/src/states/game_state.cpp @@ -298,7 +298,7 @@ GameState::on_ShootOne() DynArray<Text3dPtr> single; single.push_back(std::move(word)); - Aim::AimResult aim = Aim::crosshair_Target(*_ctx.camera, _ctx.words, _ctx.scenery, + Aim::Result aim = Aim::crosshair_Target(*_ctx.camera, _ctx.words, _ctx.scenery, _ctx.wall_texts, _ctx.world->scale()); _projectiles_sys->launch(_projectiles, std::move(single /* or all_words */), _ctx.camera->fwd, _ctx.camera->pos, aim); @@ -331,7 +331,7 @@ GameState::on_ShootAll() _carried = CarriedLine(); if (!all_words.empty()) { - Aim::AimResult aim = Aim::crosshair_Target(*_ctx.camera, _ctx.words, _ctx.scenery, + Aim::Result aim = Aim::crosshair_Target(*_ctx.camera, _ctx.words, _ctx.scenery, _ctx.wall_texts, _ctx.world->scale()); _projectiles_sys->launch(_projectiles, std::move(all_words), _ctx.camera->fwd, _ctx.camera->pos, aim); diff --git a/src/systems/aim.hpp b/src/systems/aim.hpp index deb2b59..0543889 100644 --- a/src/systems/aim.hpp +++ b/src/systems/aim.hpp @@ -25,13 +25,13 @@ namespace Aim { -struct AimResult { +struct Result { Vec3 point {}; Text3d* track { nullptr }; Vec3 local {}; }; -inline AimResult +inline Result crosshair_Target(const Camera& camera, const DynArray<Text3dPtr>& words, const DynArray<GameObjectPtr>& scenery, @@ -56,7 +56,7 @@ crosshair_Target(const Camera& camera, const Vec3 seg { dir.x * wall_t, dir.y * wall_t, dir.z * wall_t }; - AimResult out; + Result out; out.point = Vec3{ eye.x + seg.x, eye.y + seg.y, eye.z + seg.z }; // wall point double best_t = 1.0; // seg-fraction Text3d* win = nullptr; // winning word, if any diff --git a/src/systems/projectile_system.cpp b/src/systems/projectile_system.cpp index 55d91e3..cc1ebae 100644 --- a/src/systems/projectile_system.cpp +++ b/src/systems/projectile_system.cpp @@ -390,7 +390,7 @@ ProjectileSystem::launch(DynArray<Projectile>& out, DynArray<Text3dPtr> words, const Vec3& fwd, const Vec3& eye, - const Aim::AimResult& aim) + const Aim::Result& aim) { if (words.empty()) return; diff --git a/src/systems/projectile_system.hpp b/src/systems/projectile_system.hpp index 01e54c7..473af94 100644 --- a/src/systems/projectile_system.hpp +++ b/src/systems/projectile_system.hpp @@ -69,7 +69,7 @@ public: DynArray<Text3dPtr> words, const Vec3& fwd, const Vec3& eye, - const Aim::AimResult& aim); + const Aim::Result& aim); void update(DynArray<Projectile>& projectiles, DynArray<ProjectileResult>& results,