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70 lines
2.6 KiB
70 lines
2.6 KiB
struct InputHandler{
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int pressed;
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Vector2 rectStart;
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Vector2 cursorPos;
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} InputHandler;
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//TODO: Macht es Sinn ein einzelnes "Game" struct zu haben, das alle möglichen Pointer hat zu allen arrays, camera, textures etc?
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// Man hat einen Übergabeparameter mit dem man dann alles verändern kann, man muss nicht alles was man verändern will einzeln übergeben
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/*
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cursor.x = GetMousePosition().x - texture.width / 2;
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cursor.y = GetMousePosition().y - texture.height / 2;
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*/
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void mouseInput(struct InputHandler *inputHandler, struct Sprite *sprites, int *spriteAmount, Texture2D *texture, Camera2D *camera){
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inputHandler->cursorPos.x = GetMousePosition().x;
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inputHandler->cursorPos.y = GetMousePosition().y;
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if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT)){
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if(inputHandler->pressed == 0){
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inputHandler->rectStart.x = GetMousePosition().x;
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inputHandler->rectStart.y = GetMousePosition().y;
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inputHandler->pressed = 1;
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}
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}
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if(inputHandler->pressed){
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float width = GetMousePosition().x - inputHandler->rectStart.x;
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float height = GetMousePosition().y - inputHandler->rectStart.y;
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if(width + height > 1){
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//TODO: Fallunterscheidung für negative width / height?
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// Auslagern in eigene Funktion
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DrawRectangleLines(inputHandler->rectStart.x, inputHandler->rectStart.y, width, height, GREEN);
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}
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}
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if(IsMouseButtonReleased(MOUSE_BUTTON_LEFT)){
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inputHandler->pressed = 0;
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float width = GetMousePosition().x - inputHandler->rectStart.x;
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float height = GetMousePosition().y - inputHandler->rectStart.y;
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if(width + height <= 1){
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//printf("Klick\n");
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addSprite(sprites, spriteAmount, texture, inputHandler->cursorPos.x + (*camera).target.x - (texture->width)/2, inputHandler->cursorPos.y + (*camera).target.y - (texture->height)/2);
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}
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}
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if(IsMouseButtonPressed(MOUSE_BUTTON_RIGHT)){
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sprites->hasDestination = 1;
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sprites->destX = inputHandler->cursorPos.x + (*camera).target.x - (texture->width)/2;
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sprites->destY = inputHandler->cursorPos.y + (*camera).target.y - (texture->height)/2;
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}
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}
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void keyboardInput(struct InputHandler *inputHandler, Camera2D *camera){
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if(IsKeyDown(KEY_W)){
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(*camera).target.y -= 100.0f * GetFrameTime();
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}
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if(IsKeyDown(KEY_S)){
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(*camera).target.y += 100.0f * GetFrameTime();
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}
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if(IsKeyDown(KEY_D)){
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(*camera).target.x += 100.0f * GetFrameTime();
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}
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if(IsKeyDown(KEY_A)){
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(*camera).target.x -= 100.0f * GetFrameTime();
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}
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} |