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authorDan Goodliffe <dan@randomdan.homeip.net>2022-01-15 11:41:27 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2022-01-16 15:43:15 +0000
commit92cba8dfe1034aa6fe7f2178183411a14efcd983 (patch)
tree761fb81db114d0b02348b1050e1a960a5e9412b8 /ui
parentProcess UI layers in reverse, so it's stack like (diff)
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We know the last param is distance now
Diffstat (limited to 'ui')
-rw-r--r--ui/gameMainWindow.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index b559341..f895a20 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -60,11 +60,11 @@ public:
const auto mouse = glm::vec2 {e.button.x, e.button.y} / position.size;
glm::vec2 baryPos {};
- float eh;
+ float distance;
const auto ray = camera->unProject(mouse);
- if (const auto selected
- = gameState->world.applyOne<Selectable>(&Selectable::intersectRay, ray, &baryPos, &eh);
+ if (const auto selected = gameState->world.applyOne<Selectable>(
+ &Selectable::intersectRay, ray, &baryPos, &distance);
selected != gameState->world.end()) {
const auto & ref = *selected.base()->get();
clicked = typeid(ref).name();