<commit_before>#ifndef _WINDOW_H
#define _WINDOW_H

#include <SDL.h>
#include <SDL_ttf.h>
#include <SDL_image.h>
#include <string>

// path seperators are different in windows and not-windows
#ifdef _WIN32
const char PATH_SEP = '\\';
#else
const char PATH_SEP = '/';
#endif

#define FONT_NAME "Xeneotron.ttf"
#define FONT_STROKE_SIZE 2

enum FontRenderTypes
{
    // Pixel-y looking. Default setting
    FONT_RENDER_SOLID = 0,

    // smoother than Solid
    FONT_RENDER_BLENDED = 1,

    // puts the rendered text on top of a rectangle of color 'stroke'
    FONT_RENDER_SHADED = 2
};

class Window
{
    public:
        Window(const std::string& title, int width, int height, int fps);
        // shut down SDL systems, then exit the program
        void cleanupAndExit();

        // loads a texture from the res/ folder with name 'file'
        SDL_Texture* loadTexture(const std::string &file);

        // renders given texture at (xPos, yPos). The top left corner of the texture will be placed at (xPos, yPos)
        void renderTexture(SDL_Texture* texture, int xPos, int yPos);
<commit_msg>Changed font type.<commit_after>#ifndef _WINDOW_H
#define _WINDOW_H

#include <SDL.h>
#include <SDL_ttf.h>
#include <SDL_image.h>
#include <string>

// path seperators are different in windows and not-windows
#ifdef _WIN32
const char PATH_SEP = '\\';
#else
const char PATH_SEP = '/';
#endif

#define FONT_NAME "Xenotron.ttf"
#define FONT_STROKE_SIZE 2

enum FontRenderTypes
{
    // Pixel-y looking. Default setting
    FONT_RENDER_SOLID = 0,

    // smoother than Solid
    FONT_RENDER_BLENDED = 1,

    // puts the rendered text on top of a rectangle of color 'stroke'
    FONT_RENDER_SHADED = 2
};

class Window
{
    public:
        Window(const std::string& title, int width, int height, int fps);
        // shut down SDL systems, then exit the program
        void cleanupAndExit();

        // loads a texture from the res/ folder with name 'file'
        SDL_Texture* loadTexture(const std::string &file);

        // renders given texture at (xPos, yPos). The top left corner of the texture will be placed at (xPos, yPos)
        void renderTexture(SDL_Texture* texture, int xPos, int yPos);

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{'dir': 'git-commits-cleaned', 'id': '449474', 'n_tokens_mistral': 761, 'n_tokens_neox': 712, 'n_words': 252}