Mario Editor: add option to select a level to load
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@@ -0,0 +1,268 @@
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#include "SDL2/SDL_keycode.h"
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#include "editor_scenes.hpp"
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#include "../../sdlpp/sdlpp.hpp"
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#include "../../sdlpp/sdlpp_mouse.hpp"
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#include "../global_vars.hpp"
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#include "../objectids.hpp"
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#include "../editor_visitor.hpp"
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#include "../filesystem.hpp"
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bool __update_scenes_load_dialog = false;
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bool __quit_scenes_load_dialog = false;
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bool __started_load_dialog = false;
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uint64_t __cur_button_index_load_dialog = -1;
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uint64_t __cur_button_index_load_dialog_down = -1;
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std::vector<std::shared_ptr<Button>> __buttons_load_dialog{};
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std::shared_ptr<SDLPP::RectangleRender> __mouse_load_dialog{};
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std::function<void(const std::string &)> __load_dialog_finalizer;
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std::string __selected_level_load_dialog = "";
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void __quitLoadDialog() {
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__quit_scenes_load_dialog = true;
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}
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void __updateSelectedButton_LoadDialog(uint64_t new_index) {
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if (new_index != __cur_button_index_load_dialog &&
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new_index != (uint64_t)-1) {
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__buttons_load_dialog[new_index]->setHighlight();
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if (__cur_button_index_load_dialog != (uint64_t)-1) {
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__buttons_load_dialog[__cur_button_index_load_dialog]
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->unsetHighlight();
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}
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__cur_button_index_load_dialog = new_index;
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}
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}
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void __quitCallback_LoadDialog(void * /*UNUSED*/, Button *btn) {
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__selected_level_load_dialog = btn->getText();
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__quitLoadDialog();
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}
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void __moveButtons(double movement) {
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for (auto &button : __buttons_load_dialog) {
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button->setPos(button->getPos() + SDLPP::Vec2D<double>(0, movement));
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}
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__update_scenes_load_dialog = true;
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}
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void __selectUpperButton() {
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if (__cur_button_index_load_dialog > 0) {
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__updateSelectedButton_LoadDialog(__cur_button_index_load_dialog - 1);
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if (__buttons_load_dialog[__cur_button_index_load_dialog]
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->getPos()
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.getY() < 0.49) {
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__moveButtons(0.25);
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}
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}
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}
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void __selectLowerButton() {
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if (__cur_button_index_load_dialog < __buttons_load_dialog.size() - 1) {
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__updateSelectedButton_LoadDialog(__cur_button_index_load_dialog + 1);
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auto pos =
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__buttons_load_dialog[__cur_button_index_load_dialog]->getPos();
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if (__buttons_load_dialog[__cur_button_index_load_dialog]
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->getPos()
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.getY() > 0.99) {
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__moveButtons(-0.25);
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}
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}
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}
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void __handleKeyUp_LoadDialog(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
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switch (key) {
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case SDLK_ESCAPE:
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__selected_level_load_dialog = "";
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__quitLoadDialog();
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break;
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case SDLK_RETURN:
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__buttons_load_dialog[__cur_button_index_load_dialog]
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->performFunction();
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break;
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case SDLK_UP:
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case SDLK_w:
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__selectUpperButton();
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break;
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case SDLK_DOWN:
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case SDLK_s:
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__selectLowerButton();
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break;
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default:
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break;
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}
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}
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void addLevelButton(const std::string &path, const std::string &file,
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double &start_height, const int initial_path_len,
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std::shared_ptr<SDLPP::Renderer> &renderer,
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ButtonConfig &button_theme) {
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if (FSLib::isDirectory(path + FSLib::dir_divisor + file)) {
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for (const auto &file_rec :
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FSLib::Directory(path + FSLib::dir_divisor + file)) {
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addLevelButton(path + FSLib::dir_divisor + file, file_rec,
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start_height, initial_path_len, renderer,
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button_theme);
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}
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} else {
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__buttons_load_dialog.emplace_back(std::make_shared<Button>(
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0.3, start_height, 0.4, 0.2, renderer,
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(path + FSLib::dir_divisor + file).substr(initial_path_len),
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button_theme, __quitCallback_LoadDialog, nullptr));
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__buttons_load_dialog.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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__buttons_load_dialog.back()->setPermanent();
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__buttons_load_dialog.back()->setButtonIndex(
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__buttons_load_dialog.size() - 1);
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start_height += 0.25;
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}
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}
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std::shared_ptr<SDLPP::Scene>
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createSceneLoadDialog(std::shared_ptr<SDLPP::Renderer> &renderer,
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const std::string &path) {
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auto scene = std::make_shared<SDLPP::Scene>(renderer);
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auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer,
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"#000000BB", true);
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bg->setPermanent();
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bg->setId(1);
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scene->addObject(bg);
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__mouse_load_dialog =
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std::make_shared<SDLPP::RectangleRender>(0.01, 0.01, 0, 0, renderer);
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__mouse_load_dialog->setMinWidth(1);
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__mouse_load_dialog->setMinHeight(1);
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__mouse_load_dialog->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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__mouse_load_dialog->setId(EDITOR_MOUSE_ID);
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__mouse_load_dialog->setColiderColor("#00FF00");
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__mouse_load_dialog->addCollision(SDLPP::RectColider({ 0, 0 }, { 1, 1 }));
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scene->addObject(__mouse_load_dialog);
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ButtonConfig default_button_theme{};
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default_button_theme.bg_color = "#FFFFFF88";
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default_button_theme.bg_color_highlight = "#FFFFFFBB";
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default_button_theme.bg_color_disabled = "#AAAAAA88";
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default_button_theme.font_color = "#000000";
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default_button_theme.font_color_highlight = "#000000";
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default_button_theme.font_color_disabled = "#555555";
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default_button_theme.font_outline_color = "#FFFFFF88";
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default_button_theme.font_outline_color_highlight = "#FFFFFFAA";
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default_button_theme.font_outline_color_disabled = "#787878";
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default_button_theme.outline = 0.1;
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// buttons
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double start_height = 0.5;
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for (const auto &file : FSLib::Directory(path)) {
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addLevelButton(path, file, start_height, path.length() + 1, renderer,
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default_button_theme);
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}
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for (auto &button : __buttons_load_dialog) {
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scene->addObject(button);
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}
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auto font_config = std::make_shared<SDLPP::FontConfiguration>(
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g_text_config->getFont(), "#000000", "#282828", 0.05);
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auto dialog_text = std::make_shared<SDLPP::TextRenderer>(
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0.1, 0.15, 0.8, 0.3, renderer, "LEVELS", font_config,
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SDLPP_TEXT_CENTER);
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dialog_text->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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dialog_text->setPermanent();
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scene->addObject(dialog_text);
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return scene;
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}
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void __resetGlobals_LoadDialog() {
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__update_scenes_load_dialog = false;
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__quit_scenes_load_dialog = false;
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__started_load_dialog = false;
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__cur_button_index_load_dialog = -1;
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__cur_button_index_load_dialog_down = -1;
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__buttons_load_dialog.clear();
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__mouse_load_dialog.reset();
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__selected_level_load_dialog = "";
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}
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void __additionalRender_LoadDialog(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
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if (__update_scenes_load_dialog) {
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for (auto &_scene : game_scenes) {
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_scene.scene->updateSizeAndPosition();
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}
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if (__started_load_dialog) {
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__update_scenes_load_dialog = false;
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} else {
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__started_load_dialog = true;
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}
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}
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if (__quit_scenes_load_dialog) {
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__load_dialog_finalizer(__selected_level_load_dialog);
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game_scenes.pop_back();
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__resetGlobals_LoadDialog();
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}
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}
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void __getMousePositionFlags_LoadDialog(SDLPP::Scene &scene) {
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auto mouse = scene.getObjects({ EDITOR_MOUSE_ID })[0];
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// move mouse colider to mouse position
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mouse->setPos(SDLPP::Mouse::getMousePositionDouble(
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scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER));
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MouseVisitor visitor;
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scene.visitCollisions(*mouse, visitor);
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__updateSelectedButton_LoadDialog(visitor.getCurButton());
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//__cur_button_index_load_dialog = visitor.getCurButton();
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}
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void __pollEvents_LoadDialog(std::shared_ptr<SDLPP::Scene> &scene) {
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SDL_Event event;
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while (SDLPP::getSDLEvent(event)) {
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switch (event.type) {
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case SDL_QUIT:
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__quitLoadDialog();
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break;
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case SDL_KEYUP:
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__handleKeyUp_LoadDialog(event.key.keysym.sym, *scene);
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break;
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case SDL_WINDOWEVENT:
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if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
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__update_scenes_load_dialog = true;
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}
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break;
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case SDL_MOUSEMOTION:
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__getMousePositionFlags_LoadDialog(*scene);
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break;
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case SDL_MOUSEBUTTONUP:
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if (__cur_button_index_load_dialog_down ==
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__cur_button_index_load_dialog &&
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__cur_button_index_load_dialog != (uint64_t)-1) {
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__buttons_load_dialog[__cur_button_index_load_dialog]
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->performFunction();
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}
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break;
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case SDL_MOUSEBUTTONDOWN:
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// store current mouse flags in previous mouse flags
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__cur_button_index_load_dialog_down =
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__cur_button_index_load_dialog;
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break;
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case SDL_MOUSEWHEEL:
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if (event.wheel.y > 0) {
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__moveButtons(-0.02);
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} else if (event.wheel.y < 0) {
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__moveButtons(0.02);
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}
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break;
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default:
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break;
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}
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}
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}
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SceneStruct
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createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
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const std::string &path,
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std::function<void(const std::string &)> finalizer) {
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__load_dialog_finalizer = finalizer;
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SceneStruct ret{};
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ret.scene = createSceneLoadDialog(renderer, path);
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ret.additionalRender = __additionalRender_LoadDialog;
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ret.doInput = __pollEvents_LoadDialog;
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__update_scenes_load_dialog = true;
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__updateSelectedButton_LoadDialog(0);
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return ret;
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}
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