#include "system/nth_alloc.h"
#include "system/log.h"
#include "undo_history.h"
+#include "system/memory.h"
typedef struct {
- Point position;
+ PlayerLayer *layer;
+ Vec2f position;
Color color;
-} UndoContext;
+} PlayerUndoContext;
static
-UndoContext player_layer_create_undo_context(PlayerLayer *player_layer)
+PlayerUndoContext player_layer_create_undo_context(PlayerLayer *player_layer)
{
- UndoContext context = {
+ PlayerUndoContext context = {
+ .layer = player_layer,
.position = player_layer->position,
.color = player_layer->prev_color
};
}
static
-void player_layer_undo(void *layer, Context context)
+void player_layer_undo(void *context, size_t context_size)
{
- trace_assert(layer);
- PlayerLayer *player_layer = layer;
+ trace_assert(context);
+ trace_assert(sizeof(PlayerUndoContext) == context_size);
- UndoContext *undo_context = (UndoContext *)context.data;
+ 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(Vec position, Color 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);
}
if (selected && !color_picker_drag(&player_layer->color_picker)) {
- UndoContext context =
+ PlayerUndoContext context =
player_layer_create_undo_context(player_layer);
undo_history_push(
undo_history,
- create_action(
- player_layer,
- player_layer_undo,
- &context,
- sizeof(context)));
+ player_layer_undo,
+ &context,
+ sizeof(context));
player_layer->prev_color = color_picker_rgba(&player_layer->color_picker);
}
event->type == SDL_MOUSEBUTTONDOWN &&
event->button.button == SDL_BUTTON_LEFT) {
- UndoContext context =
+ PlayerUndoContext context =
player_layer_create_undo_context(player_layer);
undo_history_push(
undo_history,
- create_action(
- player_layer,
- player_layer_undo,
- &context, sizeof(context)));
+ player_layer_undo,
+ &context, sizeof(context));
player_layer->position =
camera_map_screen(camera,