Mario Editor: add option to select a level to load
This commit is contained in:
parent
6cee97059c
commit
4477c39524
@ -92,6 +92,7 @@ target_sources(editor
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PRIVATE scenes/editor_main_menu.cpp
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PRIVATE scenes/editor_main_menu.cpp
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PRIVATE scenes/yes_no_scene.cpp
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PRIVATE scenes/yes_no_scene.cpp
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PRIVATE scenes/ok_scene.cpp
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PRIVATE scenes/ok_scene.cpp
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PRIVATE scenes/load_scene.cpp
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)
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)
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target_compile_definitions(editor PUBLIC EDITOR)
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target_compile_definitions(editor PUBLIC EDITOR)
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@ -13,6 +13,7 @@
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#include "../blocks/coineditorblock.hpp"
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#include "../blocks/coineditorblock.hpp"
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#include <SDL2/SDL_keycode.h>
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#include <SDL2/SDL_keycode.h>
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#include <array>
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#include <array>
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#include "../filesystem.hpp"
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#ifdef _WIN32
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#ifdef _WIN32
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#include "../sdlpp/SDL2/SDL2_framerate.h"
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#include "../sdlpp/SDL2/SDL2_framerate.h"
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@ -46,6 +47,8 @@
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#define MOD_WIDTH 2
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#define MOD_WIDTH 2
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#define OVERWORLD_WIDTH 2
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#define OVERWORLD_WIDTH 2
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const std::string levelsDir = "levels";
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struct ToolType {
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struct ToolType {
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enum Value {
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enum Value {
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BLOCK,
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BLOCK,
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@ -142,12 +145,14 @@ bool getFlag(uint64_t flag) {
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void saveMapCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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void saveMapCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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std::cout << "SAVING" << std::endl;
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std::cout << "SAVING" << std::endl;
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saveMap("levels/" + level_name_text + ".marmap", global_vars.objects);
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saveMap(levelsDir + FSLib::dir_divisor + level_name_text + ".marmap",
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global_vars.objects);
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}
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}
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void loadMapDialogCallback(const std::string &level_name) {
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void loadMapDialogCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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std::cout << "LOADING" << std::endl;
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std::cout << "LOADING" << std::endl;
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level_name_text = level_name.substr(0, level_name.length() - 7);
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setFlag(LOAD_MAP_FLAG);
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setFlag(LOAD_MAP_FLAG);
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setFlag(TEXT_UPDATE_FLAG);
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}
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}
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void updateTool() {
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void updateTool() {
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@ -1023,7 +1028,7 @@ void populateWorldType(
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scene->addObject(tool_text);
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scene->addObject(tool_text);
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}
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}
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void enableTextInput(void */*UNUSED*/, Button */*UNUSED*/) {
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void enableTextInput(void * /*UNUSED*/, Button * /*UNUSED*/) {
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setFlag(TEXT_INPUT_FLAG);
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setFlag(TEXT_INPUT_FLAG);
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SDL_StartTextInput();
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SDL_StartTextInput();
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}
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}
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@ -1042,11 +1047,11 @@ void openMapEditor(std::shared_ptr<SDLPP::Scene> &scene,
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global_vars.current_world_type = LandType::OVERWORLD;
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global_vars.current_world_type = LandType::OVERWORLD;
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if (filename.empty()) {
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if (filename.empty() || !FSLib::exists(filename)) {
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loadEmptyMap(global_vars.objects, MAP_WIDTH);
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loadEmptyMap(global_vars.objects, MAP_WIDTH);
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} else {
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} else {
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loadMap(scene, global_vars.mario, "test_binary.bin",
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loadMap(scene, global_vars.mario, filename, global_vars.objects, true,
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global_vars.objects, true, MAP_WIDTH);
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MAP_WIDTH);
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}
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}
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// map
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// map
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@ -1146,7 +1151,8 @@ void openMapEditor(std::shared_ptr<SDLPP::Scene> &scene,
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// level_name label
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// level_name label
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auto level_name_label = std::make_shared<SDLPP::TextRenderer>(
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auto level_name_label = std::make_shared<SDLPP::TextRenderer>(
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0.1, 0.1, BLOCK_SIZE * 8, 0.05, renderer, "Level Name:", font_config, SDLPP_TEXT_LEFT);
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0.1, 0.1, BLOCK_SIZE * 8, 0.05, renderer, "Level Name:", font_config,
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SDLPP_TEXT_LEFT);
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level_name_label->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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level_name_label->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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level_name_label->setPermanent();
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level_name_label->setPermanent();
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scene->addObject(level_name_label);
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scene->addObject(level_name_label);
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@ -1335,9 +1341,9 @@ void editorAdditionalRender(std::shared_ptr<SDLPP::Scene> &scene) {
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unsetFlag(UPDATE_FLAG);
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unsetFlag(UPDATE_FLAG);
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}
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}
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if (getFlag(LOAD_MAP_FLAG)) {
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if (getFlag(LOAD_MAP_FLAG)) {
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// TODO filename
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editorScene->resetScene();
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editorScene->resetScene();
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openMapEditor(editorScene, "test_binary.bin");
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openMapEditor(editorScene, levelsDir + FSLib::dir_divisor +
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level_name_text + ".marmap");
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unsetFlag(LOAD_MAP_FLAG);
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unsetFlag(LOAD_MAP_FLAG);
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}
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}
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if (getFlag(TEXT_UPDATE_FLAG)) {
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if (getFlag(TEXT_UPDATE_FLAG)) {
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@ -29,6 +29,17 @@ void resumeMainMenuCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
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resumeMainMenu();
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resumeMainMenu();
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}
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}
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void loadFinished(const std::string level_name) {
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__quit_scenes_main_menu = true;
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loadMapDialogCallback(level_name);
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}
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void showLoadMenu(void */*UNUSED*/, Button */*UNUSED*/) {
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// TODO levels
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auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(), "levels", loadFinished);
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game_scenes.push_back(loadMenu);
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}
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void __updateSelectedButton_MainMenu(uint64_t new_index) {
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void __updateSelectedButton_MainMenu(uint64_t new_index) {
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if (new_index != __cur_button_index_main_menu &&
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if (new_index != __cur_button_index_main_menu &&
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new_index != (uint64_t)-1) {
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new_index != (uint64_t)-1) {
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@ -120,7 +131,7 @@ createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer) {
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
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__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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__buttons_main_menu.emplace_back(std::make_shared<Button>(
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0.2, 0.4, 0.6, 0.1, renderer, "LOAD", default_button_theme,
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0.2, 0.4, 0.6, 0.1, renderer, "LOAD", default_button_theme,
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loadMapDialogCallback, nullptr));
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showLoadMenu, nullptr));
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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SDLPP::OBJ_CENTER);
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__buttons_main_menu.back()->setPermanent();
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__buttons_main_menu.back()->setPermanent();
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@ -15,7 +15,7 @@ extern std::mutex render_mutex;
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extern std::vector<SceneStruct> game_scenes;
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extern std::vector<SceneStruct> game_scenes;
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void saveMapCallback(void *input, Button *caller);
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void saveMapCallback(void *input, Button *caller);
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void loadMapDialogCallback(void *input, Button *caller);
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void loadMapDialogCallback(const std::string &level_name);
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SceneStruct createEditorScene(std::shared_ptr<SDLPP::Renderer> &renderer);
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SceneStruct createEditorScene(std::shared_ptr<SDLPP::Renderer> &renderer);
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SceneStruct
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SceneStruct
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@ -29,5 +29,8 @@ SceneStruct createYesNoScene(std::shared_ptr<SDLPP::Renderer> renderer,
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SceneStruct createOkScene(std::shared_ptr<SDLPP::Renderer> renderer,
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SceneStruct createOkScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &text,
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const std::string &text,
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std::function<void()> finalizer);
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std::function<void()> finalizer);
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SceneStruct createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &path,
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std::function<void(const std::string &)> finalizer);
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#endif
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#endif
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268
mario/scenes/load_scene.cpp
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268
mario/scenes/load_scene.cpp
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@ -0,0 +1,268 @@
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#include "SDL2/SDL_keycode.h"
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#include "editor_scenes.hpp"
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#include "../../sdlpp/sdlpp.hpp"
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#include "../../sdlpp/sdlpp_mouse.hpp"
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#include "../global_vars.hpp"
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#include "../objectids.hpp"
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#include "../editor_visitor.hpp"
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#include "../filesystem.hpp"
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bool __update_scenes_load_dialog = false;
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bool __quit_scenes_load_dialog = false;
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bool __started_load_dialog = false;
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uint64_t __cur_button_index_load_dialog = -1;
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uint64_t __cur_button_index_load_dialog_down = -1;
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std::vector<std::shared_ptr<Button>> __buttons_load_dialog{};
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std::shared_ptr<SDLPP::RectangleRender> __mouse_load_dialog{};
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std::function<void(const std::string &)> __load_dialog_finalizer;
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std::string __selected_level_load_dialog = "";
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void __quitLoadDialog() {
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__quit_scenes_load_dialog = true;
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}
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void __updateSelectedButton_LoadDialog(uint64_t new_index) {
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if (new_index != __cur_button_index_load_dialog &&
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new_index != (uint64_t)-1) {
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__buttons_load_dialog[new_index]->setHighlight();
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if (__cur_button_index_load_dialog != (uint64_t)-1) {
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__buttons_load_dialog[__cur_button_index_load_dialog]
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->unsetHighlight();
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}
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__cur_button_index_load_dialog = new_index;
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}
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}
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void __quitCallback_LoadDialog(void * /*UNUSED*/, Button *btn) {
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__selected_level_load_dialog = btn->getText();
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__quitLoadDialog();
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}
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void __moveButtons(double movement) {
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for (auto &button : __buttons_load_dialog) {
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button->setPos(button->getPos() + SDLPP::Vec2D<double>(0, movement));
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}
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__update_scenes_load_dialog = true;
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}
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void __selectUpperButton() {
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if (__cur_button_index_load_dialog > 0) {
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__updateSelectedButton_LoadDialog(__cur_button_index_load_dialog - 1);
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if (__buttons_load_dialog[__cur_button_index_load_dialog]
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->getPos()
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.getY() < 0.49) {
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__moveButtons(0.25);
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}
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}
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}
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void __selectLowerButton() {
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if (__cur_button_index_load_dialog < __buttons_load_dialog.size() - 1) {
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__updateSelectedButton_LoadDialog(__cur_button_index_load_dialog + 1);
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auto pos =
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__buttons_load_dialog[__cur_button_index_load_dialog]->getPos();
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if (__buttons_load_dialog[__cur_button_index_load_dialog]
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->getPos()
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.getY() > 0.99) {
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__moveButtons(-0.25);
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}
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}
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}
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void __handleKeyUp_LoadDialog(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
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switch (key) {
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case SDLK_ESCAPE:
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__selected_level_load_dialog = "";
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__quitLoadDialog();
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break;
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case SDLK_RETURN:
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__buttons_load_dialog[__cur_button_index_load_dialog]
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->performFunction();
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break;
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case SDLK_UP:
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case SDLK_w:
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__selectUpperButton();
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break;
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case SDLK_DOWN:
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case SDLK_s:
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__selectLowerButton();
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break;
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default:
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break;
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}
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}
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void addLevelButton(const std::string &path, const std::string &file,
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double &start_height, const int initial_path_len,
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std::shared_ptr<SDLPP::Renderer> &renderer,
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ButtonConfig &button_theme) {
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if (FSLib::isDirectory(path + FSLib::dir_divisor + file)) {
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for (const auto &file_rec :
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FSLib::Directory(path + FSLib::dir_divisor + file)) {
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addLevelButton(path + FSLib::dir_divisor + file, file_rec,
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start_height, initial_path_len, renderer,
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button_theme);
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}
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} else {
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__buttons_load_dialog.emplace_back(std::make_shared<Button>(
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0.3, start_height, 0.4, 0.2, renderer,
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(path + FSLib::dir_divisor + file).substr(initial_path_len),
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button_theme, __quitCallback_LoadDialog, nullptr));
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__buttons_load_dialog.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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__buttons_load_dialog.back()->setPermanent();
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__buttons_load_dialog.back()->setButtonIndex(
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__buttons_load_dialog.size() - 1);
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start_height += 0.25;
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}
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}
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std::shared_ptr<SDLPP::Scene>
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createSceneLoadDialog(std::shared_ptr<SDLPP::Renderer> &renderer,
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const std::string &path) {
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auto scene = std::make_shared<SDLPP::Scene>(renderer);
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auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer,
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"#000000BB", true);
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bg->setPermanent();
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bg->setId(1);
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scene->addObject(bg);
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__mouse_load_dialog =
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std::make_shared<SDLPP::RectangleRender>(0.01, 0.01, 0, 0, renderer);
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__mouse_load_dialog->setMinWidth(1);
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__mouse_load_dialog->setMinHeight(1);
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__mouse_load_dialog->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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__mouse_load_dialog->setId(EDITOR_MOUSE_ID);
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__mouse_load_dialog->setColiderColor("#00FF00");
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__mouse_load_dialog->addCollision(SDLPP::RectColider({ 0, 0 }, { 1, 1 }));
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scene->addObject(__mouse_load_dialog);
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ButtonConfig default_button_theme{};
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default_button_theme.bg_color = "#FFFFFF88";
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default_button_theme.bg_color_highlight = "#FFFFFFBB";
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default_button_theme.bg_color_disabled = "#AAAAAA88";
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default_button_theme.font_color = "#000000";
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default_button_theme.font_color_highlight = "#000000";
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default_button_theme.font_color_disabled = "#555555";
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default_button_theme.font_outline_color = "#FFFFFF88";
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default_button_theme.font_outline_color_highlight = "#FFFFFFAA";
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default_button_theme.font_outline_color_disabled = "#787878";
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default_button_theme.outline = 0.1;
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// buttons
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double start_height = 0.5;
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for (const auto &file : FSLib::Directory(path)) {
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addLevelButton(path, file, start_height, path.length() + 1, renderer,
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default_button_theme);
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}
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for (auto &button : __buttons_load_dialog) {
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scene->addObject(button);
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}
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auto font_config = std::make_shared<SDLPP::FontConfiguration>(
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g_text_config->getFont(), "#000000", "#282828", 0.05);
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auto dialog_text = std::make_shared<SDLPP::TextRenderer>(
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0.1, 0.15, 0.8, 0.3, renderer, "LEVELS", font_config,
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SDLPP_TEXT_CENTER);
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dialog_text->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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dialog_text->setPermanent();
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scene->addObject(dialog_text);
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return scene;
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}
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void __resetGlobals_LoadDialog() {
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__update_scenes_load_dialog = false;
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__quit_scenes_load_dialog = false;
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__started_load_dialog = false;
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__cur_button_index_load_dialog = -1;
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__cur_button_index_load_dialog_down = -1;
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__buttons_load_dialog.clear();
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__mouse_load_dialog.reset();
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__selected_level_load_dialog = "";
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}
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void __additionalRender_LoadDialog(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
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if (__update_scenes_load_dialog) {
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for (auto &_scene : game_scenes) {
|
||||||
|
_scene.scene->updateSizeAndPosition();
|
||||||
|
}
|
||||||
|
if (__started_load_dialog) {
|
||||||
|
__update_scenes_load_dialog = false;
|
||||||
|
} else {
|
||||||
|
__started_load_dialog = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if (__quit_scenes_load_dialog) {
|
||||||
|
__load_dialog_finalizer(__selected_level_load_dialog);
|
||||||
|
game_scenes.pop_back();
|
||||||
|
__resetGlobals_LoadDialog();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void __getMousePositionFlags_LoadDialog(SDLPP::Scene &scene) {
|
||||||
|
auto mouse = scene.getObjects({ EDITOR_MOUSE_ID })[0];
|
||||||
|
// move mouse colider to mouse position
|
||||||
|
mouse->setPos(SDLPP::Mouse::getMousePositionDouble(
|
||||||
|
scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER));
|
||||||
|
|
||||||
|
MouseVisitor visitor;
|
||||||
|
scene.visitCollisions(*mouse, visitor);
|
||||||
|
__updateSelectedButton_LoadDialog(visitor.getCurButton());
|
||||||
|
//__cur_button_index_load_dialog = visitor.getCurButton();
|
||||||
|
}
|
||||||
|
|
||||||
|
void __pollEvents_LoadDialog(std::shared_ptr<SDLPP::Scene> &scene) {
|
||||||
|
SDL_Event event;
|
||||||
|
while (SDLPP::getSDLEvent(event)) {
|
||||||
|
switch (event.type) {
|
||||||
|
case SDL_QUIT:
|
||||||
|
__quitLoadDialog();
|
||||||
|
break;
|
||||||
|
case SDL_KEYUP:
|
||||||
|
__handleKeyUp_LoadDialog(event.key.keysym.sym, *scene);
|
||||||
|
break;
|
||||||
|
case SDL_WINDOWEVENT:
|
||||||
|
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||||
|
__update_scenes_load_dialog = true;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case SDL_MOUSEMOTION:
|
||||||
|
__getMousePositionFlags_LoadDialog(*scene);
|
||||||
|
break;
|
||||||
|
case SDL_MOUSEBUTTONUP:
|
||||||
|
if (__cur_button_index_load_dialog_down ==
|
||||||
|
__cur_button_index_load_dialog &&
|
||||||
|
__cur_button_index_load_dialog != (uint64_t)-1) {
|
||||||
|
__buttons_load_dialog[__cur_button_index_load_dialog]
|
||||||
|
->performFunction();
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case SDL_MOUSEBUTTONDOWN:
|
||||||
|
// store current mouse flags in previous mouse flags
|
||||||
|
__cur_button_index_load_dialog_down =
|
||||||
|
__cur_button_index_load_dialog;
|
||||||
|
break;
|
||||||
|
case SDL_MOUSEWHEEL:
|
||||||
|
if (event.wheel.y > 0) {
|
||||||
|
__moveButtons(-0.02);
|
||||||
|
} else if (event.wheel.y < 0) {
|
||||||
|
__moveButtons(0.02);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
SceneStruct
|
||||||
|
createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||||
|
const std::string &path,
|
||||||
|
std::function<void(const std::string &)> finalizer) {
|
||||||
|
__load_dialog_finalizer = finalizer;
|
||||||
|
SceneStruct ret{};
|
||||||
|
ret.scene = createSceneLoadDialog(renderer, path);
|
||||||
|
ret.additionalRender = __additionalRender_LoadDialog;
|
||||||
|
ret.doInput = __pollEvents_LoadDialog;
|
||||||
|
__update_scenes_load_dialog = true;
|
||||||
|
__updateSelectedButton_LoadDialog(0);
|
||||||
|
return ret;
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user