#include "player_layer.h"
#include "system/nth_alloc.h"
#include "system/log.h"
+#include "undo_history.h"
-// TODO(#1001): PlayerLayer does not support UndoHistory
+typedef struct {
+ PlayerLayer *layer;
+ Vec2f position;
+ Color color;
+} UndoContext;
-PlayerLayer create_player_layer(Vec position, Color color)
+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
};
}
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);
}
int player_layer_render(const PlayerLayer *player_layer,
- Camera *camera,
+ const Camera *camera,
int active)
{
trace_assert(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,
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,