context state control and wall selection

This commit is contained in:
Luka Jankovic 2025-06-24 23:07:32 +02:00
parent f768cff6d2
commit 10d243055d
6 changed files with 152 additions and 32 deletions

View file

@ -31,7 +31,12 @@ bool kubo_window_should_close(struct kubo_context *context) {
void kubo_window_tick(struct kubo_context *context) {
window_render(context);
window_mouse_input(context);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
window_left_mouse(context);
}
if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
window_right_mouse(context);
}
window_key_input(context);
}
@ -43,7 +48,7 @@ static void window_render(struct kubo_context *context) {
struct kubo_wall *wall = kubo_wall_arr_get(&context->walls, i);
assert(wall != NULL);
kubo_wall_render(wall);
kubo_wall_render(wall, context->state == KUBO_CONTEXT_WALL_SELECT);
}
kubo_bar_render(context);
@ -51,19 +56,23 @@ static void window_render(struct kubo_context *context) {
EndDrawing();
}
static void window_mouse_input(struct kubo_context *context) {
int bar_limit = GetScreenHeight() - KUBO_BAR_HEIGHT;
static void window_left_mouse(struct kubo_context *context) {
switch (context->state) {
case KUBO_CONTEXT_WALL_NEW:
new_wall_click(context);
break;
case KUBO_CONTEXT_WALL_SELECT:
break;
}
}
struct kubo_wall *current_wall = kubo_context_get_pending_wall(context);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
Vector2 new_pos = GetMousePosition();
if (new_pos.y < bar_limit) {
kubo_wall_add_vertex(current_wall, new_pos);
current_wall->state = KUBO_WALL_DRAWING;
}
} else if (IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)) {
current_wall->state = KUBO_WALL_DONE;
static void window_right_mouse(struct kubo_context *context) {
switch (context->state) {
case KUBO_CONTEXT_WALL_NEW:
new_wall_end(context);
break;
case KUBO_CONTEXT_WALL_SELECT:
break;
}
}
@ -80,14 +89,53 @@ static void window_key_input(struct kubo_context *context) {
break;
case KEY_W:
context->state = KUBO_CONTEXT_STATE_WALL_NEW;
kubo_context_set_state(context, KUBO_CONTEXT_WALL_NEW);
break;
case KEY_S:
context->state = KUBO_CONTEXT_STATE_WALL_SELECT;
kubo_context_set_state(context, KUBO_CONTEXT_WALL_SELECT);
break;
case KEY_RIGHT:
case KEY_UP:
case KEY_L:
case KEY_K:
kubo_context_select_next_wall(context);
break;
case KEY_LEFT:
case KEY_DOWN:
case KEY_J:
case KEY_H:
kubo_context_select_prev_wall(context);
break;
default:
break;
}
}
static void new_wall_click(struct kubo_context *context) {
struct kubo_wall *current_wall = kubo_context_get_pending_wall(context);
if (!current_wall) {
return;
}
int bar_limit = GetScreenHeight() - KUBO_BAR_HEIGHT;
Vector2 new_pos = GetMousePosition();
if (new_pos.y < bar_limit) {
kubo_wall_add_vertex(current_wall, new_pos);
current_wall->state = KUBO_WALL_DRAWING;
}
}
static void new_wall_end(struct kubo_context *context) {
struct kubo_wall *current_wall = kubo_context_get_pending_wall(context);
if (!current_wall) {
return;
}
current_wall->state = KUBO_WALL_DONE;
}