Zoom
This commit is contained in:
parent
58ba7f8800
commit
b5728a9e3e
@ -88,6 +88,7 @@ int main(int argc, char * argv[])
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engine->onKeyPress(event.key.keysym.unicode, false, false, false);
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break;
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case SDL_KEYUP:
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engine->onKeyRelease(event.key.keysym.unicode, false, false, false);
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break;
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case SDL_MOUSEMOTION:
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engine->onMouseMove(event.motion.x, event.motion.y);
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118
src/Renderer.cpp
118
src/Renderer.cpp
@ -19,6 +19,118 @@ extern "C"
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#include "hmap.h"
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}
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void Renderer::RenderZoom()
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{
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if(!zoomEnabled)
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return;
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#ifdef OGLR
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int origBlendSrc, origBlendDst;
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float zcx1, zcx0, zcy1, zcy0, yfactor, xfactor, i; //X-Factor is shit, btw
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xfactor = 1.0f/(float)XRES;
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yfactor = 1.0f/(float)YRES;
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zcx0 = (zoom_x)*xfactor;
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zcx1 = (zoom_x+ZSIZE)*xfactor;
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zcy0 = (zoom_y)*yfactor;
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zcy1 = ((zoom_y+ZSIZE))*yfactor;
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glGetIntegerv(GL_BLEND_SRC, &origBlendSrc);
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glGetIntegerv(GL_BLEND_DST, &origBlendDst);
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glBlendFunc(GL_ONE, GL_ZERO);
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glEnable( GL_TEXTURE_2D );
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//glReadBuffer(GL_AUX0);
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glBindTexture(GL_TEXTURE_2D, partsFboTex);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_QUADS);
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glTexCoord2d(zcx1, zcy1);
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glVertex3f((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 1.0);
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glTexCoord2d(zcx0, zcy1);
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glVertex3f(zoom_wx*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 1.0);
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glTexCoord2d(zcx0, zcy0);
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glVertex3f(zoom_wx*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 1.0);
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glTexCoord2d(zcx1, zcy0);
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glVertex3f((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 1.0);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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glDisable( GL_TEXTURE_2D );
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glLineWidth(sdl_scale);
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glEnable(GL_LINE_SMOOTH);
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glBegin(GL_LINES);
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glColor4f(0.0f, 0.0f, 0.0f, 1.0f);
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for(i = 0; i < ZSIZE; i++)
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{
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glVertex2f((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR)+i*ZFACTOR)*sdl_scale);
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glVertex2f(zoom_wx*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR)+i*ZFACTOR)*sdl_scale);
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glVertex2f((zoom_wx+i*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale);
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glVertex2f((zoom_wx+i*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale);
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}
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glEnd();
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_LINE_STRIP);
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glVertex3i((zoom_wx-1)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 0);
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glVertex3i((zoom_wx-1)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 0);
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glVertex3i((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-(zoom_wy+ZSIZE*ZFACTOR))*sdl_scale, 0);
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glVertex3i((zoom_wx+ZSIZE*ZFACTOR)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 0);
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glVertex3i((zoom_wx-1)*sdl_scale, (YRES+MENUSIZE-zoom_wy)*sdl_scale, 0);
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glEnd();
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glDisable(GL_LINE_SMOOTH);
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glDisable(GL_LINE_SMOOTH);
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if(zoom_en)
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{
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glEnable(GL_COLOR_LOGIC_OP);
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//glEnable(GL_LINE_SMOOTH);
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glLogicOp(GL_XOR);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_LINE_STRIP);
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glVertex3i((zoom_x-1)*sdl_scale, (YRES+MENUSIZE-(zoom_y-1))*sdl_scale, 0);
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glVertex3i((zoom_x-1)*sdl_scale, (YRES+MENUSIZE-(zoom_y+ZSIZE))*sdl_scale, 0);
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glVertex3i((zoom_x+ZSIZE)*sdl_scale, (YRES+MENUSIZE-(zoom_y+ZSIZE))*sdl_scale, 0);
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glVertex3i((zoom_x+ZSIZE)*sdl_scale, (YRES+MENUSIZE-(zoom_y-1))*sdl_scale, 0);
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glVertex3i((zoom_x-1)*sdl_scale, (YRES+MENUSIZE-(zoom_y-1))*sdl_scale, 0);
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glEnd();
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glDisable(GL_COLOR_LOGIC_OP);
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}
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glLineWidth(1);
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glBlendFunc(origBlendSrc, origBlendDst);
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#else
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int x, y, i, j;
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pixel pix;
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pixel * img = g->vid;
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g->drawrect(zoomWindowPosition.X-2, zoomWindowPosition.Y-2, zoomScopeSize*ZFACTOR+2, zoomScopeSize*ZFACTOR+2, 192, 192, 192, 255);
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g->drawrect(zoomWindowPosition.X-1, zoomWindowPosition.Y-1, zoomScopeSize*ZFACTOR, zoomScopeSize*ZFACTOR, 0, 0, 0, 255);
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g->clearrect(zoomWindowPosition.X, zoomWindowPosition.Y, zoomScopeSize*ZFACTOR, zoomScopeSize*ZFACTOR);
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for (j=0; j<zoomScopeSize; j++)
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for (i=0; i<zoomScopeSize; i++)
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{
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pix = img[(j+zoomScopePosition.Y)*(XRES+BARSIZE)+(i+zoomScopePosition.X)];
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for (y=0; y<ZFACTOR-1; y++)
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for (x=0; x<ZFACTOR-1; x++)
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img[(j*ZFACTOR+y+zoomWindowPosition.Y)*(XRES+BARSIZE)+(i*ZFACTOR+x+zoomWindowPosition.X)] = pix;
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}
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if (zoomEnabled)
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{
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for (j=-1; j<=zoomScopeSize; j++)
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{
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g->xor_pixel(zoomScopePosition.X+j, zoomScopePosition.Y-1);
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g->xor_pixel(zoomScopePosition.X+j, zoomScopePosition.Y+zoomScopeSize);
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}
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for (j=0; j<zoomScopeSize; j++)
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{
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g->xor_pixel(zoomScopePosition.X-1, zoomScopePosition.Y+j);
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g->xor_pixel(zoomScopePosition.X+zoomScopeSize, zoomScopePosition.Y+j);
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}
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}
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#endif
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}
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void Renderer::DrawWalls()
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{
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int x, y, i, j, cr, cg, cb;
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@ -1645,7 +1757,11 @@ void Renderer::draw_grav_zones()
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Renderer::Renderer(Graphics * g, Simulation * sim):
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sim(NULL),
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g(NULL)
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g(NULL),
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zoomWindowPosition(0, 0),
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zoomScopePosition(0, 0),
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zoomScopeSize(10),
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ZFACTOR(8)
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{
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this->g = g;
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this->sim = sim;
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@ -5,6 +5,7 @@
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#include "Config.h"
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#include "simulation/Simulation.h"
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#include "Graphics.h"
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#include "interface/Point.h"
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class Simulation;
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@ -41,7 +42,15 @@ public:
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Graphics * g;
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gcache_item *graphicscache;
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//Zoom window
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ui::Point zoomWindowPosition;
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ui::Point zoomScopePosition;
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int zoomScopeSize;
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bool zoomEnabled;
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int ZFACTOR;
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//Renderers
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void RenderZoom();
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void DrawWalls();
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void DrawSigns();
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void render_gravlensing();
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@ -107,6 +107,36 @@ void GameController::AdjustBrushSize(int direction)
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gameModel->GetBrush()->SetRadius(newSize);
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}
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void GameController::AdjustZoomSize(int direction)
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{
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int newSize = gameModel->GetZoomSize()+direction;
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if(newSize<5)
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newSize = 5;
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if(newSize>64)
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newSize = 64;
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gameModel->SetZoomSize(newSize);
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int newZoomFactor = 256/newSize;
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if(newZoomFactor<3)
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newZoomFactor = 3;
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gameModel->SetZoomFactor(newZoomFactor);
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}
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ui::Point GameController::PointTranslate(ui::Point point)
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{
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bool zoomEnabled = gameModel->GetZoomEnabled();
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if(!zoomEnabled)
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return point;
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//If we try to draw inside the zoom window, normalise the coordinates
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int zoomFactor = gameModel->GetZoomFactor();
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ui::Point zoomWindowPosition = gameModel->GetZoomWindowPosition();
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ui::Point zoomWindowSize = ui::Point(gameModel->GetZoomSize()*zoomFactor, gameModel->GetZoomSize()*zoomFactor);
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if(point.X > zoomWindowPosition.X && point.X > zoomWindowPosition.Y && point.X < zoomWindowPosition.X+zoomWindowSize.X && point.Y < zoomWindowPosition.Y+zoomWindowSize.Y)
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return ((point-zoomWindowPosition)/gameModel->GetZoomFactor())+gameModel->GetZoomPosition();
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return point;
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}
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void GameController::DrawPoints(queue<ui::Point*> & pointQueue)
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{
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Simulation * sim = gameModel->GetSimulation();
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@ -123,26 +153,27 @@ void GameController::DrawPoints(queue<ui::Point*> & pointQueue)
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}
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}
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}
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if(!pointQueue.empty())
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{
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ui::Point * sPoint = NULL;
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ui::Point sPoint(0, 0);
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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 = pointQueue.front();
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ui::Point fPoint = PointTranslate(*pointQueue.front());
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delete pointQueue.front();
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pointQueue.pop();
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if(sPoint)
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if(!first)
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{
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activeTool->DrawLine(sim, cBrush, *fPoint, *sPoint);
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delete sPoint;
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activeTool->DrawLine(sim, cBrush, fPoint, sPoint);
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}
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else
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{
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activeTool->Draw(sim, cBrush, *fPoint);
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first = false;
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activeTool->Draw(sim, cBrush, fPoint);
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}
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sPoint = fPoint;
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}
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if(sPoint)
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delete sPoint;
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}
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}
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@ -168,6 +199,25 @@ void GameController::Update()
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}
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}
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void GameController::SetZoomEnabled(bool zoomEnabled)
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{
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gameModel->SetZoomEnabled(zoomEnabled);
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}
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void GameController::SetZoomPosition(ui::Point position)
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{
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ui::Point zoomPosition = position-(gameModel->GetZoomSize()/2);
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if(zoomPosition.X < 0)
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zoomPosition.X = 0;
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if(zoomPosition.Y < 0)
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zoomPosition.Y = 0;
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if(zoomPosition.X >= XRES-gameModel->GetZoomSize())
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zoomPosition.X = XRES-gameModel->GetZoomSize();
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if(zoomPosition.Y >= YRES-gameModel->GetZoomSize())
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zoomPosition.Y = YRES-gameModel->GetZoomSize();
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gameModel->SetZoomPosition(zoomPosition);
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}
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void GameController::SetPaused(bool pauseState)
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{
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gameModel->SetPaused(pauseState);
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@ -31,7 +31,10 @@ public:
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GameController();
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~GameController();
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GameView * GetView();
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void SetZoomEnabled(bool zoomEnable);
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void SetZoomPosition(ui::Point position);
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void AdjustBrushSize(int direction);
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void AdjustZoomSize(int direction);
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void DrawPoints(queue<ui::Point*> & pointQueue);
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void Update();
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void SetPaused(bool pauseState);
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@ -48,6 +51,7 @@ public:
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void ReloadSim();
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void Vote(int direction);
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void ChangeBrush();
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ui::Point PointTranslate(ui::Point point);
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};
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#endif // GAMECONTROLLER_H
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@ -160,6 +160,61 @@ User GameModel::GetUser()
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return currentUser;
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}
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void GameModel::SetZoomEnabled(bool enabled)
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{
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ren->zoomEnabled = enabled;
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notifyZoomChanged();
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}
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bool GameModel::GetZoomEnabled()
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{
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return ren->zoomEnabled;
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}
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void GameModel::SetZoomPosition(ui::Point position)
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{
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ren->zoomScopePosition = position;
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notifyZoomChanged();
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}
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ui::Point GameModel::GetZoomPosition()
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{
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return ren->zoomScopePosition;
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}
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void GameModel::SetZoomWindowPosition(ui::Point position)
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{
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ren->zoomWindowPosition = position;
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notifyZoomChanged();
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}
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ui::Point GameModel::GetZoomWindowPosition()
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{
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return ren->zoomWindowPosition;
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}
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void GameModel::SetZoomSize(int size)
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{
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ren->zoomScopeSize = size;
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notifyZoomChanged();
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}
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int GameModel::GetZoomSize()
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{
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return ren->zoomScopeSize;
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}
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void GameModel::SetZoomFactor(int factor)
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{
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ren->ZFACTOR = factor;
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notifyZoomChanged();
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}
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int GameModel::GetZoomFactor()
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{
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return ren->ZFACTOR;
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}
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void GameModel::SetUser(User user)
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{
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currentUser = user;
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@ -253,3 +308,11 @@ void GameModel::notifyUserChanged()
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observers[i]->NotifyUserChanged(this);
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}
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}
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void GameModel::notifyZoomChanged()
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{
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for(int i = 0; i < observers.size(); i++)
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{
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observers[i]->NotifyZoomChanged(this);
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}
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}
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@ -32,6 +32,7 @@ private:
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Renderer * ren;
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Tool * activeTool;
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User currentUser;
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//bool zoomEnabled;
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void notifyRendererChanged();
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void notifySimulationChanged();
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void notifyPausedChanged();
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@ -41,6 +42,7 @@ private:
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void notifyToolListChanged();
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void notifyActiveToolChanged();
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void notifyUserChanged();
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void notifyZoomChanged();
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public:
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GameModel();
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~GameModel();
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@ -64,6 +66,16 @@ public:
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int GetBrushID();
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Simulation * GetSimulation();
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Renderer * GetRenderer();
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void SetZoomEnabled(bool enabled);
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bool GetZoomEnabled();
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void SetZoomSize(int size);
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int GetZoomSize();
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void SetZoomFactor(int factor);
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int GetZoomFactor();
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void SetZoomPosition(ui::Point position);
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ui::Point GetZoomPosition();
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void SetZoomWindowPosition(ui::Point position);
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ui::Point GetZoomWindowPosition();
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};
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#endif // GAMEMODEL_H
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@ -380,7 +380,7 @@ void GameView::OnMouseMove(int x, int y, int dx, int dy)
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void GameView::OnMouseDown(int x, int y, unsigned button)
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{
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if(currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
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if(currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES && !(zoomEnabled && !zoomCursorFixed))
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{
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isMouseDown = true;
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pointQueue.push(new ui::Point(x, y));
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@ -389,10 +389,15 @@ void GameView::OnMouseDown(int x, int y, unsigned button)
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void GameView::OnMouseUp(int x, int y, unsigned button)
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{
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if(isMouseDown)
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if(zoomEnabled && !zoomCursorFixed)
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zoomCursorFixed = true;
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else
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{
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isMouseDown = false;
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pointQueue.push(new ui::Point(x, y));
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if(isMouseDown)
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{
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isMouseDown = false;
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pointQueue.push(new ui::Point(x, y));
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}
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}
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}
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@ -400,10 +405,17 @@ void GameView::OnMouseWheel(int x, int y, int d)
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{
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if(!d)
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return;
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c->AdjustBrushSize(d);
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if(isMouseDown)
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if(zoomEnabled && !zoomCursorFixed)
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{
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pointQueue.push(new ui::Point(x, y));
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c->AdjustZoomSize(d);
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}
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else
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{
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c->AdjustBrushSize(d);
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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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}
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}
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}
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@ -417,11 +429,29 @@ void GameView::OnKeyPress(int key, bool shift, bool ctrl, bool alt)
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case KEY_TAB: //Tab
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c->ChangeBrush();
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break;
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case 'z':
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isMouseDown = false;
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zoomCursorFixed = false;
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c->SetZoomEnabled(true);
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break;
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}
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}
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void GameView::OnKeyRelease(int key, bool shift, bool ctrl, bool alt)
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{
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//switch(key)
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//{
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//case 'z':
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if(!zoomCursorFixed)
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c->SetZoomEnabled(false);
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// break;
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//}
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}
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void GameView::OnTick(float dt)
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{
|
||||
if(zoomEnabled && !zoomCursorFixed)
|
||||
c->SetZoomPosition(currentMouse);
|
||||
if(isMouseDown)
|
||||
{
|
||||
pointQueue.push(new ui::Point(currentMouse));
|
||||
@ -433,17 +463,23 @@ void GameView::OnTick(float dt)
|
||||
c->Update();
|
||||
}
|
||||
|
||||
void GameView::NotifyZoomChanged(GameModel * sender)
|
||||
{
|
||||
zoomEnabled = sender->GetZoomEnabled();
|
||||
}
|
||||
|
||||
void GameView::OnDraw()
|
||||
{
|
||||
if(ren)
|
||||
{
|
||||
ren->render_parts();
|
||||
ren->render_fire();
|
||||
ren->DrawSigns();
|
||||
ren->DrawWalls();
|
||||
}
|
||||
if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
|
||||
{
|
||||
activeBrush->Render(ui::Engine::Ref().g, currentMouse);
|
||||
if(activeBrush && currentMouse.X > 0 && currentMouse.X < XRES && currentMouse.Y > 0 && currentMouse.Y < YRES)
|
||||
{
|
||||
activeBrush->Render(ui::Engine::Ref().g, c->PointTranslate(currentMouse));
|
||||
}
|
||||
ren->RenderZoom();
|
||||
ren->DrawSigns();
|
||||
}
|
||||
}
|
||||
|
@ -18,6 +18,8 @@ class GameView: public ui::Window
|
||||
{
|
||||
private:
|
||||
bool isMouseDown;
|
||||
bool zoomEnabled;
|
||||
bool zoomCursorFixed;
|
||||
queue<ui::Point*> pointQueue;
|
||||
GameController * c;
|
||||
Renderer * ren;
|
||||
@ -49,11 +51,13 @@ public:
|
||||
void NotifyToolListChanged(GameModel * sender);
|
||||
void NotifyActiveToolChanged(GameModel * sender);
|
||||
void NotifyUserChanged(GameModel * sender);
|
||||
void NotifyZoomChanged(GameModel * sender);
|
||||
virtual void OnMouseMove(int x, int y, int dx, int dy);
|
||||
virtual void OnMouseDown(int x, int y, unsigned button);
|
||||
virtual void OnMouseUp(int x, int y, unsigned button);
|
||||
virtual void OnMouseWheel(int x, int y, int d);
|
||||
virtual void OnKeyPress(int key, bool shift, bool ctrl, bool alt);
|
||||
virtual void OnKeyRelease(int key, bool shift, bool ctrl, bool alt);
|
||||
//virtual void OnKeyPress(int key, bool shift, bool ctrl, bool alt) {}
|
||||
//virtual void OnKeyRelease(int key, bool shift, bool ctrl, bool alt) {}
|
||||
virtual void OnTick(float dt);
|
||||
|
@ -32,11 +32,21 @@ struct Point
|
||||
return Point(X + v.X, Y + v.Y);
|
||||
}
|
||||
|
||||
inline Point operator + (const int v) const
|
||||
{
|
||||
return Point(X + v, Y + v);
|
||||
}
|
||||
|
||||
inline Point operator - (const Point& v) const
|
||||
{
|
||||
return Point(X - v.X, Y - v.Y);
|
||||
}
|
||||
|
||||
inline Point operator - (const int v) const
|
||||
{
|
||||
return Point(X - v, Y - v);
|
||||
}
|
||||
|
||||
inline Point operator * (const Point& v) const
|
||||
{
|
||||
return Point(X * v.X, Y * v.Y);
|
||||
|
Loading…
Reference in New Issue
Block a user