refactor: replace pair with vec2

This commit is contained in:
2026-02-07 09:13:40 +08:00
parent fedef3dd1d
commit 6e71397940
13 changed files with 44 additions and 28 deletions

View File

@@ -27,12 +27,12 @@ void DebugManager::initialize() {
m_isDebugInfoVisible = true;
}
void DebugManager::updateMousePos(int logicalX, int logicalY, const InputState& inputState) {
void DebugManager::updateMousePos(glm::ivec2 logicalPos, const InputState& inputState) {
m_debugData.mousePosition = {
static_cast<int>(inputState.mouseCurrentPosition.first),
static_cast<int>(inputState.mouseCurrentPosition.second)
static_cast<int>(inputState.mouseCurrentPosition.x),
static_cast<int>(inputState.mouseCurrentPosition.y)
};
m_debugData.mouseLogicalPostion = {logicalX, logicalY};
m_debugData.mouseLogicalPostion = logicalPos;
}

View File

@@ -20,7 +20,7 @@ public:
void showDebugInfo();
void updateMousePos(int logicalX, int logicalY, const InputState& inputState);
void updateMousePos(glm::ivec2 logicalPos, const InputState& inputState);
void updateDebugInfo();
DebugData& getDebugData() {

View File

@@ -74,14 +74,14 @@ SDL_AppResult GameApplication::handleInputEvent(SDL_Event* event) {
InputState input = m_inputManager->GetInputState();
if (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN &&
event->button.button == SDL_BUTTON_LEFT) {
auto pos = Tools::physicalToLogical(input.mouseCilckOn.first, input.mouseCilckOn.second, m_windowManager->getViewport());
auto pos = Tools::physicalToLogical(input.mouseCilckOn, m_windowManager->getViewport());
m_sceneManager->handleClickCurrent(pos);
}
auto pos = Tools::physicalToLogical(input.mouseCurrentPosition.first, input.mouseCurrentPosition.second, m_windowManager->getViewport());
auto pos = Tools::physicalToLogical(input.mouseCurrentPosition, m_windowManager->getViewport());
m_coreData.inputState.mouseCurrentLogicalPosition = pos;
m_debugManager->updateMousePos(pos.first, pos.second, input);
m_debugManager->updateMousePos(pos, input);
m_windowManager->setFullscreen(input.isFullscreen);