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Reduce duplicate code by extracting CEditor::SnapToGrid
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7e1fc0344e
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@ -537,6 +537,13 @@ void CEditor::RenderGrid(CLayerGroup *pGroup)
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Graphics()->LinesEnd();
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}
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void CEditor::SnapToGrid(float &x, float &y)
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{
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const int GridDistance = GetLineDistance() * m_GridFactor;
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x = (int)((x + (x >= 0 ? 1.0f : -1.0f) * GridDistance / 2) / GridDistance) * GridDistance;
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y = (int)((y + (y >= 0 ? 1.0f : -1.0f) * GridDistance / 2) / GridDistance) * GridDistance;
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}
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void CEditor::RenderBackground(CUIRect View, IGraphics::CTextureHandle Texture, float Size, float Brightness)
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{
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Graphics()->TextureSet(Texture);
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@ -1314,29 +1321,12 @@ void CEditor::DoSoundSource(CSoundSource *pSource, int Index)
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{
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if(s_Operation == OP_MOVE)
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{
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float x = wx;
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float y = wy;
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if(m_GridActive && !IgnoreGrid)
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{
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int LineDistance = GetLineDistance();
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float x = 0.0f;
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float y = 0.0f;
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if(wx >= 0)
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x = (int)((wx + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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x = (int)((wx - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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if(wy >= 0)
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y = (int)((wy + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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y = (int)((wy - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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pSource->m_Position.x = f2fx(x);
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pSource->m_Position.y = f2fx(y);
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}
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else
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{
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pSource->m_Position.x = f2fx(wx);
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pSource->m_Position.y = f2fx(wy);
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}
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SnapToGrid(x, y);
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pSource->m_Position.x = f2fx(x);
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pSource->m_Position.y = f2fx(y);
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}
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}
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@ -1443,48 +1433,20 @@ void CEditor::DoQuad(CQuad *pQuad, int Index)
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// check if we only should move pivot
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if(s_Operation == OP_MOVE_PIVOT)
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{
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float x = wx;
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float y = wy;
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if(m_GridActive && !IgnoreGrid)
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{
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int LineDistance = GetLineDistance();
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float x = 0.0f;
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float y = 0.0f;
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if(wx >= 0)
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x = (int)((wx + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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x = (int)((wx - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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if(wy >= 0)
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y = (int)((wy + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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y = (int)((wy - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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pQuad->m_aPoints[4].x = f2fx(x);
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pQuad->m_aPoints[4].y = f2fx(y);
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}
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else
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{
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pQuad->m_aPoints[4].x = f2fx(wx);
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pQuad->m_aPoints[4].y = f2fx(wy);
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}
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SnapToGrid(x, y);
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pQuad->m_aPoints[4].x = f2fx(x);
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pQuad->m_aPoints[4].y = f2fx(y);
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}
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else if(s_Operation == OP_MOVE_ALL)
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{
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// move all points including pivot
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float x = wx;
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float y = wy;
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// move all points including pivot
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if(m_GridActive && !IgnoreGrid)
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{
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int LineDistance = GetLineDistance();
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if(wx >= 0)
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x = (int)((wx + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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x = (int)((wx - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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if(wy >= 0)
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y = (int)((wy + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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y = (int)((wy - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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}
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SnapToGrid(x, y);
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int OffsetX = f2fx(x) - pQuad->m_aPoints[4].x;
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int OffsetY = f2fx(y) - pQuad->m_aPoints[4].y;
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@ -1688,18 +1650,7 @@ void CEditor::DoQuadPoint(CQuad *pQuad, int QuadIndex, int V)
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float x = wx;
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float y = wy;
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if(m_GridActive && !IgnoreGrid)
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{
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int LineDistance = GetLineDistance();
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if(wx >= 0)
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x = (int)((wx + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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x = (int)((wx - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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if(wy >= 0)
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y = (int)((wy + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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y = (int)((wy - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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}
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SnapToGrid(x, y);
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int OffsetX = f2fx(x) - pQuad->m_aPoints[V].x;
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int OffsetY = f2fx(y) - pQuad->m_aPoints[V].y;
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@ -2233,19 +2184,9 @@ void CEditor::DoQuadEnvPoint(const CQuad *pQuad, int QIndex, int PIndex)
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{
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if(m_GridActive && !IgnoreGrid)
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{
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int LineDistance = GetLineDistance();
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float x = 0.0f;
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float y = 0.0f;
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if(wx >= 0)
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x = (int)((wx + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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x = (int)((wx - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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if(wy >= 0)
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y = (int)((wy + (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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else
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y = (int)((wy - (LineDistance / 2) * m_GridFactor) / (LineDistance * m_GridFactor)) * (LineDistance * m_GridFactor);
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float x = wx;
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float y = wy;
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SnapToGrid(x, y);
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pEnvelope->m_vPoints[PIndex].m_aValues[0] = f2fx(x) - pQuad->m_aPoints[4].x;
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pEnvelope->m_vPoints[PIndex].m_aValues[1] = f2fx(y) - pQuad->m_aPoints[4].y;
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}
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@ -1092,6 +1092,7 @@ public:
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void RenderBackground(CUIRect View, IGraphics::CTextureHandle Texture, float Size, float Brightness);
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void RenderGrid(CLayerGroup *pGroup);
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void SnapToGrid(float &x, float &y);
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void UiInvokePopupMenu(void *pID, int Flags, float X, float Y, float W, float H, int (*pfnFunc)(CEditor *pEditor, CUIRect Rect, void *pContext), void *pContext = nullptr);
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void UiDoPopupMenu();
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