From e28a62894f368cccc64932fe83c91f32d7cb7288 Mon Sep 17 00:00:00 2001 From: Paweł Redman Date: Tue, 7 Nov 2017 12:41:23 +0100 Subject: Hide debug draws by default, start working on selecting. --- src/interface.cpp | 79 ++++++++++++++++++++++++++++++++++++++----------------- 1 file changed, 55 insertions(+), 24 deletions(-) (limited to 'src/interface.cpp') diff --git a/src/interface.cpp b/src/interface.cpp index 0650889..d6137fd 100644 --- a/src/interface.cpp +++ b/src/interface.cpp @@ -8,11 +8,11 @@ state_t::state_t(sf::RenderWindow *window_, game::state_t *game_) game = game_; } -static sf::Vector2f compute_drag(sf::RenderWindow *window, sf::Vector2f drag_ref) +static sf::Vector2f compute_pan(sf::RenderWindow *window, sf::Vector2f pan_ref) { sf::Vector2i mouse = sf::Mouse::getPosition(*window); sf::Vector2f vmouse = window->mapPixelToCoords(mouse); - return -(vmouse - drag_ref); + return -(vmouse - pan_ref); } void state_t::tick(void) @@ -20,6 +20,7 @@ void state_t::tick(void) sf::Vector2u size; sf::Event event; sf::Vector2f view_size; + v2f_t wmouse; // Mouse position in world space; size = window->getSize(); @@ -42,30 +43,46 @@ void state_t::tick(void) while (window->pollEvent(event)) { + // FIXME: refactor this nested switch clusterfuck switch (event.type) { case sf::Event::Closed: window->close(); return; case sf::Event::MouseButtonPressed: - if (event.mouseButton.button == 0) { - v2f_t point = window->mapPixelToCoords( - sf::Vector2i(event.mouseButton.x, - event.mouseButton.y)); - game->debug_click(point); - } else if (event.mouseButton.button == 1) { - camera.dragging = true; - camera.drag_ref = window->mapPixelToCoords( - sf::Vector2i(event.mouseButton.x, - event.mouseButton.y)); + wmouse = window->mapPixelToCoords(sf::Vector2i(event.mouseButton.x, event.mouseButton.y)); + + switch (event.mouseButton.button) { + case sf::Mouse::Button::Left: + select.selecting = true; + select.rect[0] = wmouse; + select.rect[1] = wmouse; + break; + + case sf::Mouse::Button::Middle: + camera.panning = true; + camera.pan_ref = wmouse; + break; + + default:; } break; case sf::Event::MouseButtonReleased: - if (event.mouseButton.button == 1) { - if (camera.dragging) - camera.center += compute_drag(window, camera.drag_ref); - camera.dragging = false; + switch (event.mouseButton.button) { + case sf::Mouse::Button::Left: + if (select.selecting) + game->select(select.rect); + select.selecting = false; + break; + + case sf::Mouse::Button::Middle: + if (camera.panning) + camera.center += compute_pan(window, camera.pan_ref); + camera.panning = false; + break; + + default:; } break; @@ -78,22 +95,36 @@ void state_t::tick(void) break; case sf::Event::KeyPressed: - if (event.key.code == sf::Keyboard::Key::I) { - sf::Vector2i mouse = sf::Mouse::getPosition(*window); - sf::Vector2f vmouse = window->mapPixelToCoords(mouse); - game->world.debug_point(vmouse); - } - break; + switch (event.key.code) { + case sf::Keyboard::Key::F1: + debug_draw_cmodels ^= 1; + break; + + case sf::Keyboard::Key::F2: + debug_draw_paths ^= 1; + break; + + case sf::Keyboard::Key::F3: + debug_draw_tile_coords ^= 1; + break; + default:; + } default:; } } - if (camera.dragging) { - sf::Vector2f delta = compute_drag(window, camera.drag_ref); + if (camera.panning) { + sf::Vector2f delta = compute_pan(window, camera.pan_ref); window->setView(sf::View(camera.center + delta, view_size)); } else window->setView(sf::View(camera.center, view_size)); + + // Compute this _after_ the setView above. + wmouse = window->mapPixelToCoords(sf::Mouse::getPosition(*window)); + + if (select.selecting) + select.rect[1] = wmouse; } } // namespace interface -- cgit