Perform pointtranslate (zoom) only in GameView. Fixes point line issue in #175
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98725dea26
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@ -374,7 +374,7 @@ void GameController::DrawRect(int toolSelection, ui::Point point1, ui::Point poi
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if(!activeTool || !cBrush)
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return;
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activeTool->SetStrength(gameModel->GetToolStrength());
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activeTool->DrawRect(sim, cBrush, PointTranslate(point1), PointTranslate(point2));
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activeTool->DrawRect(sim, cBrush, point1, point2);
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}
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void GameController::DrawLine(int toolSelection, ui::Point point1, ui::Point point2)
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@ -386,7 +386,7 @@ void GameController::DrawLine(int toolSelection, ui::Point point1, ui::Point poi
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if(!activeTool || !cBrush)
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return;
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activeTool->SetStrength(gameModel->GetToolStrength());
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activeTool->DrawLine(sim, cBrush, PointTranslate(point1), PointTranslate(point2));
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activeTool->DrawLine(sim, cBrush, point1, point2);
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}
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void GameController::DrawFill(int toolSelection, ui::Point point)
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@ -398,7 +398,7 @@ void GameController::DrawFill(int toolSelection, ui::Point point)
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if(!activeTool || !cBrush)
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return;
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activeTool->SetStrength(gameModel->GetToolStrength());
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activeTool->DrawFill(sim, cBrush, PointTranslate(point));
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activeTool->DrawFill(sim, cBrush, point);
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}
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void GameController::DrawPoints(int toolSelection, queue<ui::Point*> & pointQueue)
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@ -427,7 +427,7 @@ void GameController::DrawPoints(int toolSelection, queue<ui::Point*> & pointQueu
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bool first = true;
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while(!pointQueue.empty())
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{
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ui::Point fPoint = PointTranslate(*pointQueue.front());
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ui::Point fPoint = *pointQueue.front();
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delete pointQueue.front();
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pointQueue.pop();
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if(!first)
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@ -480,7 +480,7 @@ void GameController::ToolClick(int toolSelection, ui::Point point)
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Brush * cBrush = gameModel->GetBrush();
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if(!activeTool || !cBrush)
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return;
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activeTool->Click(sim, cBrush, PointTranslate(point));
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activeTool->Click(sim, cBrush, point);
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}
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void GameController::StampRegion(ui::Point point1, ui::Point point2)
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@ -981,8 +981,8 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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currentMouse = ui::Point(x, y);
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if(isMouseDown && drawMode == DrawPoints)
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{
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pointQueue.push(new ui::Point(x-dx, y-dy));
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pointQueue.push(new ui::Point(x, y));
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pointQueue.push(new ui::Point(c->PointTranslate(ui::Point(x-dx, y-dy))));
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pointQueue.push(new ui::Point(c->PointTranslate(ui::Point(x, y))));
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}
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}
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@ -1014,7 +1014,7 @@ void GameView::OnMouseDown(int x, int y, unsigned button)
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}
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if(drawMode == DrawPoints)
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{
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pointQueue.push(new ui::Point(x, y));
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pointQueue.push(new ui::Point(c->PointTranslate(ui::Point(x, y))));
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}
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}
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}
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@ -1082,26 +1082,26 @@ void GameView::OnMouseUp(int x, int y, unsigned button)
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if(drawSnap && drawMode == DrawLine)
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{
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finalDrawPoint2 = lineSnapCoords(drawPoint1, drawPoint2);
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finalDrawPoint2 = c->PointTranslate(lineSnapCoords(c->PointTranslate(drawPoint1), drawPoint2));
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}
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if(drawSnap && drawMode == DrawRect)
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{
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finalDrawPoint2 = rectSnapCoords(drawPoint1, drawPoint2);
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finalDrawPoint2 = c->PointTranslate(rectSnapCoords(c->PointTranslate(drawPoint1), drawPoint2));
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}
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if(drawMode == DrawRect)
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{
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c->DrawRect(toolIndex, drawPoint1, finalDrawPoint2);
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c->DrawRect(toolIndex, c->PointTranslate(drawPoint1), finalDrawPoint2);
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}
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if(drawMode == DrawLine)
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{
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c->DrawLine(toolIndex, drawPoint1, finalDrawPoint2);
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c->DrawLine(toolIndex, c->PointTranslate(drawPoint1), finalDrawPoint2);
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}
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}
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if(drawMode == DrawPoints)
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{
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c->ToolClick(toolIndex, ui::Point(x, y));
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c->ToolClick(toolIndex, c->PointTranslate(ui::Point(x, y)));
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//pointQueue.push(new ui::Point(x, y));
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}
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if(drawModeReset)
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@ -1169,7 +1169,7 @@ void GameView::OnMouseWheel(int x, int y, int d)
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c->AdjustBrushSize(d, false, shiftBehaviour, ctrlBehaviour);
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if(isMouseDown)
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{
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pointQueue.push(new ui::Point(x, y));
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pointQueue.push(new ui::Point(c->PointTranslate(ui::Point(x, y))));
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}
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}
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}
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@ -1453,7 +1453,7 @@ void GameView::OnTick(float dt)
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{
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if(isMouseDown)
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{
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pointQueue.push(new ui::Point(currentMouse));
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pointQueue.push(new ui::Point(c->PointTranslate(currentMouse)));
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}
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if(!pointQueue.empty())
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{
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@ -1462,7 +1462,7 @@ void GameView::OnTick(float dt)
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}
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if(drawMode == DrawFill && isMouseDown)
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{
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c->DrawFill(toolIndex, currentMouse);
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c->DrawFill(toolIndex, c->PointTranslate(currentMouse));
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}
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if(introText)
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{
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