#include "system/nth_alloc.h"
#include "system/log.h"
#include "undo_history.h"
+#include "system/memory.h"
-PlayerLayer create_player_layer(Vec position, Color color)
+typedef struct {
+ PlayerLayer *layer;
+ Vec2f position;
+ Color color;
+} PlayerUndoContext;
+
+static
+PlayerUndoContext player_layer_create_undo_context(PlayerLayer *player_layer)
+{
+ PlayerUndoContext 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(PlayerUndoContext) == context_size);
+
+ PlayerUndoContext *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,
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);
return create_player_layer(position, hexstr(colorstr));
}
+PlayerLayer chop_player_layer(Memory *memory, String *input)
+{
+ trace_assert(memory);
+ trace_assert(input);
+
+ String line = chop_by_delim(input, '\n');
+ float x = strtof(string_to_cstr(memory, chop_word(&line)), NULL);
+ float y = strtof(string_to_cstr(memory, chop_word(&line)), NULL);
+ Color color = hexs(chop_word(&line));
+
+ return create_player_layer(vec(x, y), color);
+}
+
LayerPtr player_layer_as_layer(PlayerLayer *player_layer)
{
LayerPtr layer = {
}
int player_layer_render(const PlayerLayer *player_layer,
- Camera *camera,
+ const Camera *camera,
int active)
{
trace_assert(player_layer);
return 0;
}
-static void player_layer_revert_position(void *layer, Context context)
-{
- trace_assert(layer);
-
- PlayerLayer *player_layer = layer;
- player_layer->position = *((Point*)context.data);
-}
-
-static
-void player_layer_revert_color(void *layer, Context context)
-{
- trace_assert(layer);
- PlayerLayer *player_layer = layer;
-
- trace_assert(sizeof(Color) <= CONTEXT_SIZE);
- Color *color = (Color *)context.data;
-
- player_layer->color_picker = create_color_picker_from_rgba(*color);
- player_layer->prev_color = *color;
-}
-
int player_layer_event(PlayerLayer *player_layer,
const SDL_Event *event,
const Camera *camera,
}
if (selected && !color_picker_drag(&player_layer->color_picker)) {
+ PlayerUndoContext context =
+ player_layer_create_undo_context(player_layer);
undo_history_push(
undo_history,
- create_action(
- player_layer,
- player_layer_revert_color,
- &player_layer->prev_color,
- sizeof(player_layer->prev_color)));
+ 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) {
- Action action = {
- .layer = player_layer,
- .revert = player_layer_revert_position
- };
- trace_assert(sizeof(player_layer->position) <= CONTEXT_SIZE);
- memcpy(action.context.data, &player_layer->position, sizeof(player_layer->position));
- undo_history_push(undo_history, action);
+
+ PlayerUndoContext 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,