improve dragging wire visuals
authorhgn <hgodden00@gmail.com>
Tue, 30 Nov 2021 00:17:19 +0000 (00:17 +0000)
committerhgn <hgodden00@gmail.com>
Tue, 30 Nov 2021 00:17:19 +0000 (00:17 +0000)
fishladder.c

index 072c9a09a2592748d4fa65f45c57d775efaaef00..461731df105000130099fc37309ab36d9cb887b6 100644 (file)
@@ -1110,6 +1110,10 @@ v2f const curve_7_1[] = {{0.5f,0.8438f},{1.0f-0.875f,0.8438f},{1.0-0.625f,0.5f},
 
 float const curve_7_linear_section = 0.1562f;
 
+u16 id_drag_from = 0;
+v2f drag_from_co;
+v2f drag_to_co;
+
 void vg_update(void)
 {
        // Fit within screen
@@ -1137,10 +1141,6 @@ void vg_update(void)
        world.tile_x = floorf( world.tile_pos[0] );
        world.tile_y = floorf( world.tile_pos[1] );
 
-       static u16 id_drag_from = 0;
-       static v2f drag_from_co;
-       static v2f drag_to_co;
-       
        // Tilemap editing
        if( !world.simulating )
        {
@@ -1254,14 +1254,8 @@ void vg_update(void)
                else
                        world.selected = -1;
                        
-               if( vg_get_button("secondary") && id_drag_from )
-               {
-                       vg_line2( drag_from_co, drag_to_co, 0xff00ff00, 0xffffff00 );
-               }
-               else
-               {
+               if( !(vg_get_button("secondary") && id_drag_from) )
                        id_drag_from = 0;
-               }
        }
        else
        {
@@ -1894,7 +1888,7 @@ void vg_render(void)
        }
        
        // Edit overlay
-       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) )
+       if( world.selected != -1 && !(world.data[ world.selected ].state & FLAG_CANAL) && !id_drag_from )
        {
                v2i new_begin = { world.tile_x - 2, world.tile_y - 2 };
                v2i new_end = { world.tile_x + 2, world.tile_y + 2 };
@@ -1924,6 +1918,14 @@ void vg_render(void)
        glUniformMatrix3fv( SHADER_UNIFORM( shader_wire, "uPv" ), 1, GL_FALSE, (float *)vg_pv );
        glUniform4f( SHADER_UNIFORM( shader_wire, "uColour" ), 0.2f, 0.2f, 0.2f, 1.0f );
        
+       if( id_drag_from )
+       {
+               glUniform1f( SHADER_UNIFORM( shader_wire, "uCurve" ), 0.4f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uStart" ), drag_from_co[0], drag_from_co[1], 0.06f );
+               glUniform3f( SHADER_UNIFORM( shader_wire, "uEnd" ), drag_to_co[0], drag_to_co[1], 0.06f );
+               glDrawElements( GL_TRIANGLES, world.wire.em, GL_UNSIGNED_SHORT, (void*)(0) );
+       }
+       
        float rp_x1 = world.frame_lerp*9.0f;
        float rp_x2 = 1.0f-rp_x1*expf(1.0f-rp_x1)* 0.36f;