rgba(1.0f, 1.0f, 1.0f, 1.0f),
item_text);
- if (i == level_picker->cursor) {
+ if (i == level_picker->items_cursor) {
SDL_Rect boundary_box = rect_for_sdl(
sprite_font_boundary_box(
current_position,
const Rect viewport = camera_view_port_screen(camera);
const float scrolling_area_height = viewport.h - ITEM_HEIGHT - level_picker->items_position.y;
- if ((float) level_picker->cursor * ITEM_HEIGHT + level_picker->scroll.y > scrolling_area_height) {
+ if ((float) level_picker->items_cursor * ITEM_HEIGHT + level_picker->scroll.y > scrolling_area_height) {
level_picker->scroll.y -= ITEM_HEIGHT * SCROLLING_SPEED_FRACTION;
}
- if ((float) level_picker->cursor * ITEM_HEIGHT + level_picker->scroll.y < 0) {
+ if ((float) level_picker->items_cursor * ITEM_HEIGHT + level_picker->scroll.y < 0) {
level_picker->scroll.y += ITEM_HEIGHT * SCROLLING_SPEED_FRACTION;
}
case SDL_KEYDOWN:
switch (event->key.keysym.sym) {
case SDLK_UP:
- if (level_picker->cursor == 0) {
- level_picker->cursor = level_picker->items.count - 1;
+ if (level_picker->items_cursor == 0) {
+ level_picker->items_cursor = level_picker->items.count - 1;
} else {
- level_picker->cursor--;
+ level_picker->items_cursor--;
}
break;
case SDLK_DOWN:
- level_picker->cursor++;
- if (level_picker->cursor == level_picker->items.count) {
- level_picker->cursor = 0;
+ level_picker->items_cursor++;
+ if (level_picker->items_cursor == level_picker->items.count) {
+ level_picker->items_cursor = 0;
}
break;
case SDLK_RETURN:
- if (level_picker->cursor < level_picker->items.count) {
- level_picker->selected_item = (int) level_picker->cursor;
+ if (level_picker->items_cursor < level_picker->items.count) {
+ level_picker->selected_item = (int) level_picker->items_cursor;
}
break;
}
item_text);
if (rect_contains_point(boundary_box, mouse_pos)) {
- level_picker->cursor = i;
+ level_picker->items_cursor = i;
}
position.y += boundary_box.h + LEVEL_PICKER_LIST_PADDING_BOTTOM;
Vec2f position = vec_sum(
level_picker->items_position,
level_picker->scroll);
- vec_add(&position, vec(0.0f, (float) level_picker->cursor * single_item_height));
+ vec_add(&position, vec(0.0f, (float) level_picker->items_cursor * single_item_height));
const char *item_text =
dynarray_pointer_at(
&level_picker->items,
- level_picker->cursor);
+ level_picker->items_cursor);
Rect boundary_box = sprite_font_boundary_box(
position,
const Vec2f mouse_pos = vec((float) event->motion.x, (float) event->motion.y);
if (rect_contains_point(boundary_box, mouse_pos)) {
- level_picker->selected_item = (int) level_picker->cursor;
+ level_picker->selected_item = (int) level_picker->items_cursor;
}
} break;
}