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https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
refactor: replace pair with vec2
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@@ -27,12 +27,12 @@ void DebugManager::initialize() {
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m_isDebugInfoVisible = true;
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}
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void DebugManager::updateMousePos(int logicalX, int logicalY, const InputState& inputState) {
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void DebugManager::updateMousePos(glm::ivec2 logicalPos, const InputState& inputState) {
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m_debugData.mousePosition = {
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static_cast<int>(inputState.mouseCurrentPosition.first),
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static_cast<int>(inputState.mouseCurrentPosition.second)
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static_cast<int>(inputState.mouseCurrentPosition.x),
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static_cast<int>(inputState.mouseCurrentPosition.y)
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};
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m_debugData.mouseLogicalPostion = {logicalX, logicalY};
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m_debugData.mouseLogicalPostion = logicalPos;
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}
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@@ -20,7 +20,7 @@ public:
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void showDebugInfo();
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void updateMousePos(int logicalX, int logicalY, const InputState& inputState);
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void updateMousePos(glm::ivec2 logicalPos, const InputState& inputState);
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void updateDebugInfo();
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DebugData& getDebugData() {
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@@ -74,14 +74,14 @@ SDL_AppResult GameApplication::handleInputEvent(SDL_Event* event) {
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InputState input = m_inputManager->GetInputState();
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if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN &&
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event->button.button == SDL_BUTTON_LEFT) {
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auto pos = Tools::physicalToLogical(input.mouseCilckOn.first, input.mouseCilckOn.second, m_windowManager->getViewport());
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auto pos = Tools::physicalToLogical(input.mouseCilckOn, m_windowManager->getViewport());
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m_sceneManager->handleClickCurrent(pos);
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}
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auto pos = Tools::physicalToLogical(input.mouseCurrentPosition.first, input.mouseCurrentPosition.second, m_windowManager->getViewport());
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auto pos = Tools::physicalToLogical(input.mouseCurrentPosition, m_windowManager->getViewport());
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m_coreData.inputState.mouseCurrentLogicalPosition = pos;
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m_debugManager->updateMousePos(pos.first, pos.second, input);
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m_debugManager->updateMousePos(pos, input);
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m_windowManager->setFullscreen(input.isFullscreen);
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