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