updated ui input function
parent
8d644c6d4c
commit
6fc06012b6
25
src/game.cc
25
src/game.cc
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@ -131,16 +131,15 @@ void load_game() {
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add_mouse_button_listener(SDL_BUTTON_RMASK, &on_erase);
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add_mouse_button_listener(SDL_BUTTON_RMASK, &on_erase);
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add_mouse_button_listener(SDL_BUTTON_MMASK, &on_middle_mouse);
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add_mouse_button_listener(SDL_BUTTON_MMASK, &on_middle_mouse);
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add_mouse_listener(0, &on_drag_world);
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add_mouse_listener(0, &on_drag_world);
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}
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}
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void start_game() {
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void start_game() {
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g_active_view.width = 21;
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g_active_view.width = 21;
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on_clear_key(1);
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}
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}
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void update_game() {
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void update_game() {
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if(drawing == 1) drawing = 2;
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if(drawing == 1) drawing = 2;
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update_input();
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mouse_world_position(&cursor.x, &cursor.y);
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mouse_world_position(&cursor.x, &cursor.y);
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cursor.x += 0.1f; cursor.y += 0.1f;
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cursor.x += 0.1f; cursor.y += 0.1f;
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@ -175,26 +174,27 @@ void update_game() {
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}
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}
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void update_ui() {
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void update_ui() {
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rectshape_t shape = (rectshape_t){
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update_input();
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0.0f, 0.0f, 1.f, 0.015f, 0, RLAYER_UI,
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{100,100,100,255}, {0,0,0,0}
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const int offset_selected = cursor_tile - 1;
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};
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int w = world_sheet.w / world_sheet.tile_width,
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h = world_sheet.h / world_sheet.tile_height,
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offset_selected = cursor_tile - 1;
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rectshape_t selected_tile_rect = (rectshape_t) {
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rectshape_t selected_tile_rect = (rectshape_t) {
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offset_selected * 0.015f, 0.f, 0.015f, 0.015f, 0.001f, RLAYER_UI-10,
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offset_selected * 0.015f, 0.f, 0.015f, 0.015f, 0.001f, RLAYER_UI-10,
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{0,0,0,0}, {255, 255, 255, 255}
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{0,0,0,0}, {255, 255, 255, 255}
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};
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};
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draw_rect(&selected_tile_rect);
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draw_rect(&selected_tile_rect);
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rectshape_t shape = (rectshape_t) {
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0.0f, 0.0f, 1.f, 0.015f, 0, RLAYER_UI,
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{100,100,100,255}, {0,0,0,0}
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};
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draw_rect(&shape);
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draw_rect(&shape);
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int i = 0;
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float mx, my;
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float mx, my;
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mouse_screen_position(&mx, &my);
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mouse_screen_position(&mx, &my);
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for(auto& original: g_tilemap.tileset.set) {
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for(int i=0;i<g_tilemap.tileset.set.size();++i) {
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// make a copy of the reference sprite and adjust it to fit the ui
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// make a copy of the reference sprite and adjust it to fit the ui
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sprite_t sprite = original;
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sprite_t sprite = g_tilemap.tileset.set.at(i);
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sprite.depth = RLAYER_UI-5;
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sprite.depth = RLAYER_UI-5;
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sprite.x = i * 0.015f; sprite.y = 0;
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sprite.x = i * 0.015f; sprite.y = 0;
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sprite.sx = 0.015f; sprite.sy = 0.015f;
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sprite.sx = 0.015f; sprite.sy = 0.015f;
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@ -210,6 +210,5 @@ void update_ui() {
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}
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}
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}
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}
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++i;
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}
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}
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}
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}
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