Teleportation in editor
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@@ -0,0 +1,216 @@
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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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bool __update_scenes_text_dialog = false;
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bool __quit_scenes_text_dialog = false;
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bool __started_text_dialog = false;
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bool __update_text = false;
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uint64_t __cur_button_index_text_dialog = -1;
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uint64_t __cur_button_index_text_dialog_down = -1;
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std::vector<std::shared_ptr<Button>> __buttons_text_dialog{};
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std::shared_ptr<SDLPP::RectangleRender> __mouse_text_dialog{};
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std::shared_ptr<SDLPP::TextRenderer> __level_name_object{};
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std::string __level_name_text = "LEVEL NAME";
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std::function<void(const std::string &)> __text_dialog_finalizer;
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void __quitTextDialog() {
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__quit_scenes_text_dialog = true;
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}
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void __quitCallback_TextDialog(void * /*UNUSED*/, Button * /*UNUSED*/) {
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__quitTextDialog();
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}
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void __handleKeyUp_TextDialog(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
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switch (key) {
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case SDLK_ESCAPE:
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__level_name_text = "";
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// fallthrough
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case SDLK_RETURN:
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__quitTextDialog();
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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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std::shared_ptr<SDLPP::Scene>
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createSceneTextDialog(std::shared_ptr<SDLPP::Renderer> &renderer) {
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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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"#00000088", 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_text_dialog =
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std::make_shared<SDLPP::RectangleRender>(0.01, 0.01, 0, 0, renderer);
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__mouse_text_dialog->setMinWidth(1);
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__mouse_text_dialog->setMinHeight(1);
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__mouse_text_dialog->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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__mouse_text_dialog->setId(EDITOR_MOUSE_ID);
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__mouse_text_dialog->setColiderColor("#00FF00");
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__mouse_text_dialog->addCollision(SDLPP::RectColider({ 0, 0 }, { 1, 1 }));
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scene->addObject(__mouse_text_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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__buttons_text_dialog.emplace_back(std::make_shared<Button>(
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0.3, 0.7, 0.4, 0.2, renderer, "OK", default_button_theme,
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__quitCallback_TextDialog, nullptr));
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__buttons_text_dialog.back()->setAlignment(SDLPP::OBJ_CENTER,
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SDLPP::OBJ_CENTER);
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__buttons_text_dialog.back()->setPermanent();
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__buttons_text_dialog.back()->setButtonIndex(__buttons_text_dialog.size() - 1);
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__buttons_text_dialog.back()->setHighlight();
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for (auto &button : __buttons_text_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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// level name
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__level_name_object = std::make_shared<SDLPP::TextRenderer>(
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0.1, 0.4, 0.8, 0.2, renderer, __level_name_text,
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font_config, SDLPP_TEXT_LEFT);
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__level_name_object->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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__level_name_object->setPermanent();
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__level_name_object->setColor("#FFFFFF88");
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scene->addObject(__level_name_object);
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return scene;
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}
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void __resetGlobals_TextDialog() {
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__update_scenes_text_dialog = false;
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__quit_scenes_text_dialog = false;
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__started_text_dialog = false;
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__cur_button_index_text_dialog = -1;
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__cur_button_index_text_dialog_down = -1;
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__buttons_text_dialog.clear();
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__mouse_text_dialog.reset();
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__level_name_object.reset();
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__level_name_text = "LEVEL NAME";
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}
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void __additionalRender_TextDialog(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
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if (__update_text) {
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__level_name_object->changeText(__level_name_text);
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__update_text = false;
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__update_scenes_text_dialog = true;
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}
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if (__update_scenes_text_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_text_dialog) {
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__update_scenes_text_dialog = false;
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} else {
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__started_text_dialog = true;
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}
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}
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if (__quit_scenes_text_dialog) {
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SDL_StopTextInput();
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if(!__level_name_text.empty() &&
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(__level_name_text.size() < 7 || __level_name_text.substr(__level_name_text.size() - 7) != ".marmap")) {
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__level_name_text += ".marmap";
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}
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__text_dialog_finalizer(__level_name_text);
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game_scenes.pop_back();
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__resetGlobals_TextDialog();
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}
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}
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void __getMousePositionFlags_TextDialog(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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__cur_button_index_text_dialog = visitor.getCurButton();
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}
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bool controlOrCommandPressed();
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void __pollEvents_TextDialog(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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__quitTextDialog();
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break;
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case SDL_KEYUP:
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__handleKeyUp_TextDialog(event.key.keysym.sym, *scene);
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break;
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case SDL_KEYDOWN:
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if (event.key.keysym.sym == SDLK_BACKSPACE &&
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!__level_name_text.empty()) {
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__level_name_text.pop_back();
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__update_text = true;
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} else if (event.key.keysym.sym == SDLK_c &&
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controlOrCommandPressed()) {
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// handle copy
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SDL_SetClipboardText(__level_name_text.c_str());
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} else if (event.key.keysym.sym == SDLK_v &&
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controlOrCommandPressed()) {
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// handle paste
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__level_name_text += SDL_GetClipboardText();
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__update_text = true;
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}
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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_text_dialog = true;
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}
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break;
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case SDL_MOUSEMOTION:
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__getMousePositionFlags_TextDialog(*scene);
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break;
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case SDL_MOUSEBUTTONUP:
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if (__cur_button_index_text_dialog_down ==
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__cur_button_index_text_dialog &&
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__cur_button_index_text_dialog != (uint64_t)-1) {
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__buttons_text_dialog[__cur_button_index_text_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_text_dialog_down = __cur_button_index_text_dialog;
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break;
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case SDL_TEXTINPUT:
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__level_name_text += event.text.text;
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__update_text = true;
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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 createTextScene(std::shared_ptr<SDLPP::Renderer> renderer,
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std::function<void(const std::string &)> finalizer) {
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__text_dialog_finalizer = finalizer;
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SceneStruct ret{};
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ret.scene = createSceneTextDialog(renderer);
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ret.additionalRender = __additionalRender_TextDialog;
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ret.doInput = __pollEvents_TextDialog;
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__update_scenes_text_dialog = true;
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SDL_StartTextInput();
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return ret;
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}
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