]> git.lizzy.rs Git - nothing.git/blobdiff - src/game/level/level_editor/player_layer.c
Merge pull request #1093 from tsoding/1092
[nothing.git] / src / game / level / level_editor / player_layer.c
index 885bc785f63984670284e8084baac93059fdd66e..9e88316c00aeddc44256370dc46d61f951310254 100644 (file)
@@ -7,12 +7,46 @@
 #include "player_layer.h"
 #include "system/nth_alloc.h"
 #include "system/log.h"
+#include "undo_history.h"
 
-PlayerLayer create_player_layer(Vec position, Color color)
+typedef struct {
+    PlayerLayer *layer;
+    Vec2f position;
+    Color color;
+} UndoContext;
+
+static
+UndoContext player_layer_create_undo_context(PlayerLayer *player_layer)
+{
+    UndoContext context = {
+        .layer = player_layer,
+        .position = player_layer->position,
+        .color = player_layer->prev_color
+    };
+
+    return context;
+}
+
+static
+void player_layer_undo(void *context, size_t context_size)
+{
+    trace_assert(context);
+    trace_assert(sizeof(UndoContext) == context_size);
+
+    UndoContext *undo_context = context;
+    PlayerLayer *player_layer = undo_context->layer;
+
+    player_layer->position = undo_context->position;
+    player_layer->color_picker = create_color_picker_from_rgba(undo_context->color);
+    player_layer->prev_color = undo_context->color;
+}
+
+PlayerLayer create_player_layer(Vec2f position, Color color)
 {
     return (PlayerLayer) {
         .position = position,
         .color_picker = create_color_picker_from_rgba(color),
+        .prev_color = color
     };
 }
 
@@ -24,7 +58,7 @@ PlayerLayer create_player_layer_from_line_stream(LineStream *line_stream)
     trace_assert(line);
 
     char colorstr[7] = "000000";
-    Point position = vec(0.0f, 0.0f);
+    Vec2f position = vec(0.0f, 0.0f);
 
     const int bound =
         sscanf(line, "%f%f%6s", &position.x, &position.y, colorstr);
@@ -49,7 +83,7 @@ LayerPtr player_layer_as_layer(PlayerLayer *player_layer)
 }
 
 int player_layer_render(const PlayerLayer *player_layer,
-                        Camera *camera,
+                        const Camera *camera,
                         int active)
 {
     trace_assert(player_layer);
@@ -66,14 +100,15 @@ int player_layer_render(const PlayerLayer *player_layer,
         return -1;
     }
 
-    if (active && color_picker_render(&player_layer->color_picker, camera)) {
+    if (active && color_picker_render(
+            &player_layer->color_picker,
+            camera)) {
         return -1;
     }
 
     return 0;
 }
 
-
 int player_layer_event(PlayerLayer *player_layer,
                        const SDL_Event *event,
                        const Camera *camera,
@@ -88,13 +123,34 @@ int player_layer_event(PlayerLayer *player_layer,
     if (color_picker_event(
             &player_layer->color_picker,
             event,
+            camera,
             &selected) < 0) {
         return -1;
     }
 
+    if (selected && !color_picker_drag(&player_layer->color_picker)) {
+        UndoContext context =
+            player_layer_create_undo_context(player_layer);
+        undo_history_push(
+            undo_history,
+            player_layer_undo,
+            &context,
+            sizeof(context));
+        player_layer->prev_color = color_picker_rgba(&player_layer->color_picker);
+    }
+
     if (!selected &&
         event->type == SDL_MOUSEBUTTONDOWN &&
         event->button.button == SDL_BUTTON_LEFT) {
+
+        UndoContext context =
+            player_layer_create_undo_context(player_layer);
+
+        undo_history_push(
+            undo_history,
+            player_layer_undo,
+            &context, sizeof(context));
+
         player_layer->position =
             camera_map_screen(camera,
                               event->button.x,