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authorDan Goodliffe <dan@randomdan.homeip.net>2023-11-09 00:40:40 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-11-09 00:40:40 +0000
commit9c2c3f71065c94a18c02440111b6ff8ca977b90e (patch)
tree339c9846cdd6937a5e77b37f88e3ee3674f944e5 /ui
parentWIP typedefing all the things - headers (diff)
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WIP typedefing all the things - sources
Diffstat (limited to 'ui')
-rw-r--r--ui/builders/straight.cpp2
-rw-r--r--ui/gameMainSelector.cpp9
-rw-r--r--ui/gameMainWindow.cpp4
-rw-r--r--ui/manualCameraController.cpp2
4 files changed, 9 insertions, 8 deletions
diff --git a/ui/builders/straight.cpp b/ui/builders/straight.cpp
index 4fa9585..9b262bb 100644
--- a/ui/builders/straight.cpp
+++ b/ui/builders/straight.cpp
@@ -47,7 +47,7 @@ BuilderStraight::click(Network * network, const GeoData * geoData, const SDL_Mou
}
void
-BuilderStraight::create(Network * network, glm::vec3 p1, glm::vec3 p2) const
+BuilderStraight::create(Network * network, Position3D p1, Position3D p2) const
{
network->addStraight(p1, p2);
}
diff --git a/ui/gameMainSelector.cpp b/ui/gameMainSelector.cpp
index 808e0e4..a451ee1 100644
--- a/ui/gameMainSelector.cpp
+++ b/ui/gameMainSelector.cpp
@@ -8,6 +8,7 @@
#include <game/selectable.h>
#include <game/worldobject.h> // IWYU pragma: keep
#include <gfx/gl/camera.h>
+#include <math.h>
#include <optional>
#include <span>
#include <stream_support.h>
@@ -16,7 +17,7 @@
GameMainSelector::GameMainSelector(const Camera * c, ScreenAbsCoord size) : UIComponent {{{}, size}}, camera {c} { }
-constexpr glm::vec2 TargetPos {5, 45};
+constexpr ScreenAbsCoord TargetPos {5, 45};
void
GameMainSelector::render(const UIShader & shader, const Position & parentPos) const
@@ -41,7 +42,7 @@ bool
GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
{
const auto getRay = [this](const auto & e) {
- const auto mouse = glm::vec2 {e.x, e.y} / position.size;
+ const auto mouse = ScreenRelCoord {e.x, e.y} / position.size;
return camera->unProject(mouse);
};
if (target) {
@@ -72,8 +73,8 @@ GameMainSelector::handleInput(const SDL_Event & e, const Position & parentPos)
void
GameMainSelector::defaultClick(const Ray & ray)
{
- glm::vec2 baryPos {};
- float distance;
+ Position2D baryPos {};
+ float distance {};
if (const auto selected
= gameState->world.applyOne<Selectable>(&Selectable::intersectRay, ray, &baryPos, &distance);
diff --git a/ui/gameMainWindow.cpp b/ui/gameMainWindow.cpp
index b94accd..15f1e07 100644
--- a/ui/gameMainWindow.cpp
+++ b/ui/gameMainWindow.cpp
@@ -31,8 +31,8 @@ public:
GameMainWindow::GameMainWindow(size_t w, size_t h) :
Window {w, h, "I Like Trains", SDL_WINDOW_OPENGL}, SceneRenderer {Window::size, 0}
{
- uiComponents.create<ManualCameraController>(glm::vec2 {-1150, -1150});
- auto gms = uiComponents.create<GameMainSelector>(&camera, glm::vec2 {w, h});
+ uiComponents.create<ManualCameraController>(Position2D {-1150, -1150});
+ auto gms = uiComponents.create<GameMainSelector>(&camera, ScreenAbsCoord {w, h});
uiComponents.create<GameMainToolbar>(gms.get());
}
diff --git a/ui/manualCameraController.cpp b/ui/manualCameraController.cpp
index 8e52b0e..05c1fc5 100644
--- a/ui/manualCameraController.cpp
+++ b/ui/manualCameraController.cpp
@@ -59,7 +59,7 @@ ManualCameraController::handleInput(const SDL_Event & e, const Position &)
pitch = std::clamp(pitch - 0.01F * static_cast<float>(e.motion.yrel), 0.1F, half_pi);
}
else {
- focus += rotate_flat(-direction) * glm::vec2 {-e.motion.xrel, e.motion.yrel};
+ focus += rotate_flat(-direction) * Position2D {-e.motion.xrel, e.motion.yrel};
}
}
return true;