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Clove
A Simple Physics Engine to simulate Hooke's law in a 2D environment
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Struct to hold pointers and variables that we use in GLFW callback functions where it is not possible to pass by reference. Reason for multiple pointers is because 'glfwSetWindowUserPointer' only hold's 1 pointer, so by storing all necessary pointers in a struct and pointing to this struct, we can access more than 1 pointer in callback functions. More...
#include <Pointers.h>
Public Member Functions | |
| ~InputPointers () | |
| Free pointers stored in struct (Needs to be done before deleting struct pointer). | |
Public Attributes | |
| Shaders * | shader |
| Pointer to a Shader object. | |
| std::vector< Square * > | squaresCreated |
| Holds all Square's created and their values so we can draw them all to screen as unique objects. | |
| bool | lightMode = false |
| Theme of app (Light/Dark Mode). | |
| bool | drawSquare = false |
| Trigger a square to be drawn. | |
| double | xpos = 0.0 |
| X position of where user clicked. Used to determine square object spawn position. | |
| double | ypos = 0.0 |
| Y position of where user clicked. Used to determine square object spawn position. | |
Struct to hold pointers and variables that we use in GLFW callback functions where it is not possible to pass by reference. Reason for multiple pointers is because 'glfwSetWindowUserPointer' only hold's 1 pointer, so by storing all necessary pointers in a struct and pointing to this struct, we can access more than 1 pointer in callback functions.