Add m_ to member variables.
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@@ -13,8 +13,8 @@ Window::Window()
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exit(-1);
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}
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width = INIT_WINDOW_WIDTH;
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height = INIT_WINDOW_HEIGHT;
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m_width = INIT_WINDOW_WIDTH;
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m_height = INIT_WINDOW_HEIGHT;
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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@@ -28,7 +28,7 @@ Window::Window()
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glfwWindowHint(GLFW_MAXIMIZED, GLFW_TRUE);
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#endif
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window = glfwCreateWindow(width, height, "OpenGL", NULL, NULL);
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window = glfwCreateWindow(m_width, m_height, "OpenGL", NULL, NULL);
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if (!window) {
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std::cout << "Failed to create window" << std::endl;
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}
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@@ -36,8 +36,8 @@ Window::Window()
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// Wait for window to maximize (in case)
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Helper::sleep(1000);
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glfwGetWindowPos(window, &posX, &posY);
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glfwGetWindowSize(window, &width, &height);
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glfwGetWindowPos(window, &m_posX, &m_posY);
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glfwGetWindowSize(window, &m_width, &m_height);
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// Create OpenGL context
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glfwMakeContextCurrent(window);
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@@ -54,7 +54,7 @@ Window::Window()
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glDebugMessageCallback(Helper::gl_debug_callback, NULL);
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// Disable mouse cursor
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mouseCatched = false;
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m_mouseCatched = false;
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#endif
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// Enable z buffer
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@@ -71,9 +71,9 @@ Window::Window()
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// Disable VSync since my sleep function handles this
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glfwSwapInterval(0);
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setCatchedCursor(mouseCatched);
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setCatchedCursor(m_mouseCatched);
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glViewport(0, 0, width, height);
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glViewport(0, 0, m_width, m_height);
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// Tell GLFW which function to call when window is resized
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// glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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@@ -91,15 +91,15 @@ bool Window::isWindowResized()
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glfwGetFramebufferSize(window, &new_width, &new_height);
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glfwGetWindowPos(window, &new_posx, &new_posy);
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return !(new_width == width && new_height == height && new_posx == posX && new_posy == posY);
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return !(new_width == m_width && new_height == m_height && new_posx == m_posX && new_posy == m_posY);
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}
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void Window::updateWindowDimensions()
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{
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glfwGetFramebufferSize(window, &width, &height);
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glfwGetWindowPos(window, &posX, &posY);
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glfwGetFramebufferSize(window, &m_width, &m_height);
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glfwGetWindowPos(window, &m_posX, &m_posY);
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glViewport(0, 0, width, height);
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glViewport(0, 0, m_width, m_height);
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}
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void Window::setCatchedCursor(bool value)
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@@ -115,8 +115,8 @@ void Window::handleWindowActionMap(WindowActionMap &windowActionMap)
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{
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if (windowActionMap.at(WindowAction::WireFrameToggle)) {
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windowActionMap[WindowAction::WireFrameToggle] = false;
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wireFrameMode = !wireFrameMode;
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if (wireFrameMode) {
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m_wireFrameMode = !m_wireFrameMode;
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if (m_wireFrameMode) {
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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} else {
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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@@ -125,8 +125,8 @@ void Window::handleWindowActionMap(WindowActionMap &windowActionMap)
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if (windowActionMap.at(WindowAction::MouseCatchToggle)) {
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windowActionMap[WindowAction::MouseCatchToggle] = false;
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mouseCatched = !mouseCatched;
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setCatchedCursor(mouseCatched);
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m_mouseCatched = !m_mouseCatched;
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setCatchedCursor(m_mouseCatched);
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}
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if (windowActionMap.at(WindowAction::WindowShouldClose)) {
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@@ -154,20 +154,20 @@ GLFWwindow *Window::getGLFWwindow()
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int Window::getWindowWidth()
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{
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return width;
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return m_width;
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}
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int Window::getWindowHeight()
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{
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return height;
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return m_height;
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}
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float Window::getWindowAspectRatio()
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{
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return (float)width / (float)height;
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return (float)m_width / (float)m_height;
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}
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bool Window::getMouseIsCatched()
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{
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return mouseCatched;
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return m_mouseCatched;
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}
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