commit ee1c1ede
Minor cleanup in the editor code
Changed files
| M | source/code/puzzle_editor/PuzzleEditorState.cpp before |
diff --git a/source/code/puzzle_editor/PuzzleEditorState.cpp b/source/code/puzzle_editor/PuzzleEditorState.cpp
index cf85ebd..11f7c32 100644
--- a/source/code/puzzle_editor/PuzzleEditorState.cpp
+++ b/source/code/puzzle_editor/PuzzleEditorState.cpp
@@ -48,8 +48,8 @@ void PuzzleEditorState::ProcessInput(const SDL_Event& event, bool& processed) {
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_KEYDOWN && !read_only) {
- const Uint8* keystate = SDL_GetKeyboardState(NULL);
- bool ctrl_held = keystate[SDL_SCANCODE_LCTRL] || keystate[SDL_SCANCODE_RCTRL];
+ const Uint8* keystate = SDL_GetKeyboardState(nullptr);
+ const bool ctrl_held = keystate[SDL_SCANCODE_LCTRL] || keystate[SDL_SCANCODE_RCTRL];
if (ctrl_held && event.key.keysym.sym == SDLK_z) {
if (keystate[SDL_SCANCODE_LSHIFT] || keystate[SDL_SCANCODE_RSHIFT]) {
@@ -85,23 +85,23 @@ void PuzzleEditorState::SelectFile(const std::string& file) {
}
static void LogicalToPhysical(const sago::SagoLogicalResize& resize, ImVec2& inout) {
- int inx = inout.x;
- int iny = inout.y;
- int outx = inout.x;
- int outy = inout.y;
- resize.LogicalToPhysical(inx, iny, outx, outy);
- inout.x = outx;
- inout.y = outy;
+ const int inx = inout.x;
+ const int iny = inout.y;
+ int out_x = inout.x;
+ int out_y = inout.y;
+ resize.LogicalToPhysical(inx, iny, out_x, out_y);
+ inout.x = out_x;
+ inout.y = out_y;
}
static void ImGuiWritePartOfTexture(SDL_Texture* texture, int topx, int topy, int tex_w, int tex_h, int w, int h) {
- float sprite_w = tex_w;
- float sprite_h = tex_h;
- float topxf = topx;
- float topyf = topy;
- ImVec2 uv0 = ImVec2(topxf / tex_w, topyf / tex_h);
- ImVec2 uv1 = ImVec2((topxf + sprite_w) / tex_w, (topyf + sprite_h) / tex_h);
+ const float sprite_w = tex_w;
+ const float sprite_h = tex_h;
+ const float top_x_f = topx;
+ const float top_y_f = topy;
+ const ImVec2 uv0 = ImVec2(top_x_f / tex_w, top_y_f / tex_h);
+ const ImVec2 uv1 = ImVec2((top_x_f + sprite_w) / tex_w, (top_y_f + sprite_h) / tex_h);
ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2((float)w, (float)h), uv0, uv1);
}
@@ -318,10 +318,10 @@ void PuzzleEditorState::Draw(SDL_Renderer* target) {
ImGui::BeginChild("Test");
ImVec2 p = ImGui::GetCursorScreenPos();
ImVec2 size = ImGui::GetContentRegionAvail();
- int xoffset = p.x;
- int yoffset = p.y;
- int height = BOARD_HEIGHT;
- int width = BOARD_WIDTH;
+ const int x_offset = p.x;
+ const int y_offset = p.y;
+ constexpr int height = BOARD_HEIGHT;
+ constexpr int width = BOARD_WIDTH;
window_resize.SetPhysicalSize(size.x, size.y);
@@ -332,9 +332,9 @@ void PuzzleEditorState::Draw(SDL_Renderer* target) {
for (int j=0; j < 12; ++j) {
ImVec2 p1(i*50.0f, (11-j)*50.0f);
LogicalToPhysical(window_resize, p1);
- p1.x += xoffset;
- p1.y += yoffset;
- int brick = PuzzleGetBrick(this->selected_puzzle, i, j);
+ p1.x += x_offset;
+ p1.y += y_offset;
+ const int brick = PuzzleGetBrick(this->selected_puzzle, i, j);
DrawBrick(brick, static_cast<int>(p1.x), static_cast<int>(p1.y), brick_size, brick_size);
}
}
@@ -344,10 +344,10 @@ void PuzzleEditorState::Draw(SDL_Renderer* target) {
ImVec2 p2(i*50.0f, height);
LogicalToPhysical(window_resize, p1);
LogicalToPhysical(window_resize, p2);
- p1.x += xoffset;
- p1.y += yoffset;
- p2.x += xoffset;
- p2.y += yoffset;
+ p1.x += x_offset;
+ p1.y += y_offset;
+ p2.x += x_offset;
+ p2.y += y_offset;
ImGui::GetWindowDrawList()->AddLine(p1, p2, IM_COL32(255, 0, 0, 100));
}
for (int i=0; i <= 12;++i) {
@@ -355,24 +355,24 @@ void PuzzleEditorState::Draw(SDL_Renderer* target) {
ImVec2 p2(width, i*50.0f);
LogicalToPhysical(window_resize, p1);
LogicalToPhysical(window_resize, p2);
- p1.x += xoffset;
- p1.y += yoffset;
- p2.x += xoffset;
- p2.y += yoffset;
+ p1.x += x_offset;
+ p1.y += y_offset;
+ p2.x += x_offset;
+ p2.y += y_offset;
ImGui::GetWindowDrawList()->AddLine(p1, p2, IM_COL32(255, 0, 0, 100));
}
- ImGuiIO& io = ImGui::GetIO();
+ const ImGuiIO& io = ImGui::GetIO();
if (ImGui::IsMouseReleased(0) && io.MouseDownDurationPrev[0] < 0.3f && !ImGui::IsMouseDragPastThreshold(0)) {
ImVec2 pos = io.MousePos;
- pos.x -= xoffset;
- pos.y -= yoffset;
+ pos.x -= x_offset;
+ pos.y -= y_offset;
int logical_pos_x = 0;
int logical_pos_y = 0;
window_resize.PhysicalToLogical(pos.x, pos.y, logical_pos_x, logical_pos_y);
//std::cout << "Clicked at: " << pos.x << "," << pos.y << "\n";
//std::cout << "Logical Pos: " << logical_pos_x << "," << logical_pos_y << "\n";
- int board_x = logical_pos_x / 50;
- int board_y = 11-(logical_pos_y / 50);
+ const int board_x = logical_pos_x / 50;
+ const int board_y = 11-(logical_pos_y / 50);
if (board_x >=0 && board_x < 6 && board_y >= 0 && board_y < 12) {
std::cout << "Board Pos: " << board_x << "," << board_y << "\n";
BrickClicked(board_x, board_y);
@@ -391,7 +391,7 @@ void PuzzleEditorState::Draw(SDL_Renderer* target) {
ImGui::End();
ImGui::Begin("Puzzles in file");
- int puzzle_count = PuzzleGetNumberOfPuzzles();
+ const int puzzle_count = PuzzleGetNumberOfPuzzles();
for (int i = 0; i < puzzle_count; ++i) {
if (ImGui::Selectable(std::to_string(i).c_str(), this->selected_puzzle == i)) {
this->selected_puzzle = i;
@@ -457,27 +457,27 @@ void PuzzleEditorState::Draw(SDL_Renderer* target) {
if (read_only) {
ImGui::LabelText("Read Only", "");
} else {
- bool undo_availible = CanUndo();
- if (!undo_availible) {
+ const bool undo_available = CanUndo();
+ if (!undo_available) {
ImGui::BeginDisabled();
}
if (ImGui::Button("Undo (Ctrl+Z)")) {
Undo();
}
- if (!undo_availible) {
+ if (!undo_available) {
ImGui::EndDisabled();
}
ImGui::SameLine();
- bool redo_availeble = CanRedo();
+ const bool redo_available = CanRedo();
- if (!redo_availeble) {
+ if (!redo_available) {
ImGui::BeginDisabled();
}
if (ImGui::Button("Redo (Ctrl+Y)")) {
Redo();
}
- if (!redo_availeble) {
+ if (!redo_available) {
ImGui::EndDisabled();
}
}