game/sdlpp/sdlpp_mouse.cpp

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#include "sdlpp_mouse.hpp"
#include "sdlpp_renderobject.hpp"
SDLPP::Vec2D< int > SDLPP::Mouse::getMousePosition() {
int x, y;
SDL_GetMouseState( &x, &y );
return { x, y };
}
SDLPP::Vec2D< double >
SDLPP::Mouse::getMousePositionDouble( const SDLPP::Renderer &r,
SDLPP::ObjectAlignment alignment_x,
SDLPP::ObjectAlignment alignment_y ) {
auto pixel_pos = getMousePosition();
auto smaller = r.getSmallerSide();
Vec2D< double > ret = { static_cast< double >( pixel_pos.getX() ) / smaller,
static_cast< double >( pixel_pos.getY() ) /
smaller };
Vec2D< double > additions =
( r.getDoubleDimensions() - Vec2D< double >( 1.0, 1.0 ) ) / 2;
switch ( alignment_x ) {
case SDLPP::OBJ_CENTER:
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ret -= { additions.getX(), 0 };
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break;
case SDLPP::OBJ_END:
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ret -= { 2 * additions.getX(), 0 };
default:
break;
}
switch ( alignment_y ) {
case SDLPP::OBJ_CENTER:
ret -= { 0, additions.getY() };
break;
case SDLPP::OBJ_END:
ret -= { 0, 2 * additions.getY() };
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default:
break;
}
return ret;
}