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Use structured bindings
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@ -432,8 +432,7 @@ int main()
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}
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// Update the current example
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float x = static_cast<float>(sf::Mouse::getPosition(window).x) / static_cast<float>(window.getSize().x);
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float y = static_cast<float>(sf::Mouse::getPosition(window).y) / static_cast<float>(window.getSize().y);
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const auto [x, y] = sf::Vector2f(sf::Mouse::getPosition(window)).cwiseDiv(sf::Vector2f(window.getSize()));
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effects[current]->update(clock.getElapsedTime().asSeconds(), x, y);
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// Clear the window
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@ -190,8 +190,7 @@ const View& RenderTarget::getDefaultView() const
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////////////////////////////////////////////////////////////
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IntRect RenderTarget::getViewport(const View& view) const
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{
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float width = static_cast<float>(getSize().x);
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float height = static_cast<float>(getSize().y);
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const auto [width, height] = Vector2f(getSize());
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const FloatRect& viewport = view.getViewport();
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return IntRect({static_cast<int>(0.5f + width * viewport.left), static_cast<int>(0.5f + height * viewport.top)},
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@ -282,8 +282,7 @@ bool Texture::loadFromStream(InputStream& stream, const IntRect& area)
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bool Texture::loadFromImage(const Image& image, const IntRect& area)
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{
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// Retrieve the image size
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int width = static_cast<int>(image.getSize().x);
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int height = static_cast<int>(image.getSize().y);
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const auto [width, height] = Vector2i(image.getSize());
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// Load the entire image if the source area is either empty or contains the whole image
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if (area.width == 0 || (area.height == 0) ||
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@ -165,8 +165,7 @@ m_cursorGrabbed(m_fullscreen)
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HDC screenDC = GetDC(nullptr);
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int left = (GetDeviceCaps(screenDC, HORZRES) - static_cast<int>(mode.size.x)) / 2;
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int top = (GetDeviceCaps(screenDC, VERTRES) - static_cast<int>(mode.size.y)) / 2;
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int width = static_cast<int>(mode.size.x);
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int height = static_cast<int>(mode.size.y);
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auto [width, height] = Vector2i(mode.size);
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ReleaseDC(nullptr, screenDC);
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// Choose the window style according to the Style parameter
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