// alt void handle_key_3(s32 val) { if ( pages_set_alt(val)) { preset_name(*pageSelect)[cursor] = '\0'; redraw_presets(); render_selection(); } show_foot(); }
void render(t_data *data) { t_elem *elem; glClear(GL_COLOR_BUFFER_BIT| GL_DEPTH_BUFFER_BIT); glLoadIdentity(); if (data->selection.status) render_selection_box(data, &data->selection); elem = data->wizards->head; while (elem) { if (elem->wizard->move) { if (data->ctrl) { t_vec dir = { elem->wizard->vdest.x - elem->wizard->cx, elem->wizard->vdest.y - elem->wizard->cy }; q_norm_vec(&dir); render_wizard_destination_vector(data, elem->wizard->cx + dir.x * elem->wizard->hitcl.r, elem->wizard->cy + dir.y * elem->wizard->hitcl.r, elem->wizard->vdest.x, elem->wizard->vdest.y); } render_wizard_destination(data, &elem->wizard->vdest.x, &elem->wizard->vdest.y, 3, 30); } elem = elem->next; } elem = data->selected->head; while (elem) { render_selection(data, &elem->wizard->cx, &elem->wizard->cy, &elem->wizard->width, &elem->wizard->height); elem = elem->next; } elem = data->wizards->head; while (elem) { render_wizard_hand(data, elem->wizard, &elem->wizard->right_hand); render_wizard_hand(data, elem->wizard, &elem->wizard->left_hand); elem = elem->next; } elem = data->wizards->head; while (elem) { render_wizard(data, elem->wizard); elem = elem->next; } if (data->shift) { elem = data->selected->head; while (elem) { if (elem->wizard->move) render_wizard_destination(data, &elem->wizard->vdest.x, &elem->wizard->vdest.y, 10, 20); elem = elem->next; } } }
// scroll character value at cursor positoin in scene name void handle_enc_3(s32 val) { if(val > 0) { pages_edit_char_inc(preset_name(*pageSelect), cursor); } else { pages_edit_char_dec(preset_name(*pageSelect), cursor); } print_dbg("\r\b edited preset name: "); print_dbg(preset_name(*pageSelect)); render_selection(); }