kubo/kubo_window.c

69 lines
2 KiB
C

#include "kubo_window.h"
void kubo_window_init(struct kubo_context *context) {
SetConfigFlags(FLAG_WINDOW_RESIZABLE);
InitWindow(KUBO_WINDOW_WIDTH, KUBO_WINDOW_HEIGHT, "Kubo");
}
void kubo_window_cleanup(struct kubo_context *context) { CloseWindow(); }
bool kubo_window_should_close(struct kubo_context *context) {
return context->exit_pending || WindowShouldClose();
}
void kubo_window_tick(struct kubo_context *context) {
kubo_window_render(context);
kubo_window_input(context);
}
Vector2 start;
Vector2 end;
int state;
void kubo_window_render(struct kubo_context *context) {
BeginDrawing();
ClearBackground(WHITE);
if (state == 1) {
Vector2 mouse_pos = GetMousePosition();
Vector2 points[] = {start, mouse_pos};
DrawSplineLinear(points, 2, 10.f, BLACK);
} else if (state == 2) {
Vector2 mouse_pos = GetMousePosition();
Vector2 points[] = {start, end};
DrawSplineLinear(points, 2, 10.f, BLACK);
}
for (int i = 0; i < context->walls.count; i++) {
struct kubo_wall *wall = kubo_wall_arr_get(&context->walls, i);
assert(wall != NULL);
DrawSplineLinear(wall->vertices.data, wall->vertices.count, 10.f,
BLACK);
if (wall->state == KUBO_WALL_DRAWING) {
Vector2 mouse = GetMousePosition();
Vector2 points[] = {wall->vertices.data[wall->vertices.count - 1],
mouse};
DrawSplineLinear(points, 2, 10.f, BLACK);
}
}
EndDrawing();
}
void kubo_window_input(struct kubo_context *context) {
if (IsKeyPressed(KEY_Q)) {
context->exit_pending = true;
}
struct kubo_wall *current_wall = kubo_context_get_pending_wall(context);
if (IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
Vector2 new_pos = GetMousePosition();
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;
}
}