From 9c2c3f71065c94a18c02440111b6ff8ca977b90e Mon Sep 17 00:00:00 2001
From: Dan Goodliffe <dan@randomdan.homeip.net>
Date: Thu, 9 Nov 2023 00:40:40 +0000
Subject: WIP typedefing all the things - sources

---
 ui/builders/straight.cpp      | 2 +-
 ui/gameMainSelector.cpp       | 9 +++++----
 ui/gameMainWindow.cpp         | 4 ++--
 ui/manualCameraController.cpp | 2 +-
 4 files changed, 9 insertions(+), 8 deletions(-)

(limited to 'ui')

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;
-- 
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