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187 lines
6.4 KiB
187 lines
6.4 KiB
#include "inputHandler.h"
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#include "raylib.h"
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#include "../Sprite/sprite.h"
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#include "../IsometricMap/isometricMap.h"
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#include "../Entity/entity.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "../IsometricMap/tile.h"
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#include "../game.h"
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#include "../definitions.h"
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#include "../MapObject/staticobjects.h"
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void DrawRect(Vector2 rectStart, Vector2 mousePosition){
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float width = abs(mousePosition.x - rectStart.x);
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float height = abs(mousePosition.y - rectStart.y);
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rectStart = GetRectangle(rectStart, mousePosition);
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DrawRectangleLines(rectStart.x, rectStart.y, width, height, GREEN);
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}
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// RETURNS UPPER LEFT CORNER OF THE RECTANGLE USING CURRENT MOUSE POS AND RECT START
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Vector2 GetRectangle(Vector2 rectStart, Vector2 mousePos){
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float width = mousePos.x - rectStart.x;
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float height = mousePos.y - rectStart.y;
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if(width < 0 && height >= 0){
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width *= -1;
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rectStart.x -= width;
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}
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else if(height < 0 && width >= 0){
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height *= -1;
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rectStart.y -= height;
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}
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else if(height < 0 && width < 0){
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height *= -1;
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width *= -1;
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rectStart.x -= width;
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rectStart.y -= height;
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}
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return rectStart;
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}
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static void SelectEntitiesInsideSelectionRect(Game *game){
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// Vorher werden alle Entities abgewählt, außer User hält SHIFT
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Entity *current = game->entities->head;
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if(!IsKeyDown(KEY_LEFT_SHIFT)){
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while (current != 0){
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current->selected = 0;
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current = current->next;
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}
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}
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Vector2 rect = GetRectangle(game->inputHandler->rectStart, game->inputHandler->cursorPos);
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float rectWidth = abs(GetMousePosition().x - game->inputHandler->rectStart.x);
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float rectHeight = abs(GetMousePosition().y - game->inputHandler->rectStart.y);
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current = game->entities->head;
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float deltaX;
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float deltaY;
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// Jetzt neu anwählen
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while (current != 0){
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Vector2 currPos = {current->sprite->x + current->sprite->texture->width, current->sprite->y + current->sprite->texture->height/2};
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IsometricMapUnproject(game->camera, currPos.x, currPos.y, &currPos);
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deltaX = currPos.x - game->camera->target.x - (rect.x + game->camera->target.x);
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deltaY = currPos.y - game->camera->target.y - (rect.y + game->camera->target.y);
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if(deltaX > 0 && deltaX < rectWidth && deltaY > 0 && deltaY < rectHeight){
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current->selected = 1;
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}
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current = current->next;
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}
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}
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void mouseInput(Game *game){
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/* --- UPDATING INPUT VECTOR VARIABLES --- */
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game->inputHandler->cursorPos.x = GetMousePosition().x;
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game->inputHandler->cursorPos.y = GetMousePosition().y;
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// Updating cursorWorldPos
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IsometricMapProject(game->map, game->camera,
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(game->inputHandler->cursorPos.x / game->camera->zoom) - (game->map->textureWidth/2),
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(game->inputHandler->cursorPos.y / game->camera->zoom) - (game->map->textureHeight/4),
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&game->inputHandler->cursorWorldPos);
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// Updating cursorWorldTile
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Tile *currentlySelectedTile = IsometricMapGetTileFromWorldCoordinates(game->map, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y);
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if(currentlySelectedTile != 0){
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game->inputHandler->cursorWorldTile.x = currentlySelectedTile->x;
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game->inputHandler->cursorWorldTile.y = currentlySelectedTile->y;
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}
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/* --- CURSOR SPRITE --- */
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if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
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game->cursorSprite->texture = &game->textures->textures[TE_CURSOR][1];
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}
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else if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
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game->cursorSprite->texture = &game->textures->textures[TE_CURSOR][0];
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}
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/* --- SELECTION RECT --- */
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// Creating new Selection Rect
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if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
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if(game->mouseOnUI == 0){
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if(game->inputHandler->selectionRectActive == 0){
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game->inputHandler->rectStart.x = GetMousePosition().x;
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game->inputHandler->rectStart.y = GetMousePosition().y;
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game->inputHandler->selectionRectActive = 1;
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}
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}
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}
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// Drawing Rect while selectionRectActive
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if(game->inputHandler->selectionRectActive == 1){
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DrawRect(game->inputHandler->rectStart, game->inputHandler->cursorPos);
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}
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if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
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game->inputHandler->selectionRectActive = 0;
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SelectEntitiesInsideSelectionRect(game);
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}
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/* --- SETTING DESTINATION FOR SELECTED ENTITIES --- */
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if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)){
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float destX = game->inputHandler->cursorWorldPos.x;
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float destY = game->inputHandler->cursorWorldPos.y;
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if(destX < 0 || destY < 0 || destX > ((game->map->width) * game->map->textureWidth) || destY > ((game->map->height) * game->map->textureHeight)){
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printf("OutOfBoundsDestination\n");
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}
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else{
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Entity *current = game->entities->head;
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while (current != 0){
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if(current->selected){
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current->hasDestination = 1;
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current->destX = destX;
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current->destY = destY;
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}
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current = current->next;
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}
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}
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}
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}
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void keyboardInput(Game *game){
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// Kamera Movement
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float camSpeed = 1000.0f;
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if(IsKeyDown(KEY_W)){
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game->camera->target.y -= camSpeed * GetFrameTime();
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}
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if(IsKeyDown(KEY_S)){
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game->camera->target.y += camSpeed * GetFrameTime();
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}
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if(IsKeyDown(KEY_D)){
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game->camera->target.x += camSpeed * GetFrameTime();
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}
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if(IsKeyDown(KEY_A)){
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game->camera->target.x -= camSpeed * GetFrameTime();
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}
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// bissl Kamera Zoom
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float maxZoom = 5.0f;
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float minZoom = 0.2f;
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if(IsKeyPressed(KEY_I)){
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if(game->camera->zoom < maxZoom){
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game->camera->zoom += 0.2f;
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}
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}
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if(IsKeyPressed(KEY_K)){
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if(game->camera->zoom > minZoom){
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game->camera->zoom -= 0.2f;
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}
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}
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// Temp code for testing HOLZHACKERLEUTE, weil ich net versteh wie die iButtons hmmpf. früher bescheid wisse! (Jan: "noob")
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if(IsKeyPressed(KEY_G)){
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//Baum
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StaticObject *tree = StaticObjectInit(game, SO_PINETREE, game->inputHandler->cursorWorldPos.x, game->inputHandler->cursorWorldPos.y);
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StaticObjectListInsert(game->objects, tree);
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}
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if(IsKeyPressed(KEY_P)){
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game->currentScreen = SCREEN_PAUSE;
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}
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}
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