Files
jminos/src/GraphicalUI/PlayerCursor.cpp
2025-03-30 22:43:41 +02:00

164 lines
3.9 KiB
C++

#include "PlayerCursor.h"
#include "Keybinds.h"
#include "Settings.h"
#include <vector>
#include <algorithm>
#include <SFML/Graphics.hpp>
static const int MENU_DAS = FRAMES_PER_SECOND / 2;
PlayerCursor::PlayerCursor(std::vector<unsigned int> rows) :
rows(rows) {
this->position = sf::Vector2u({0, 0});
this->leftDAS = 0;
this->rightDAS = 0;
this->upDAS = 0;
this->downDAS = 0;
}
void PlayerCursor::updatePosition() {
(sf::Keyboard::isKeyPressed(sfKey::Left)) ? (this->leftDAS++) : (this->leftDAS = 0);
if (this->shouldMove(this->leftDAS)) {
this->moveLeft();
}
(sf::Keyboard::isKeyPressed(sfKey::Right)) ? (this->rightDAS++) : (this->rightDAS = 0);
if (this->shouldMove(this->rightDAS)) {
this->moveRight();
}
(sf::Keyboard::isKeyPressed(sfKey::Up)) ? (this->upDAS++) : (this->upDAS = 0);
if (this->shouldMove(this->upDAS)) {
this->moveUp();
}
(sf::Keyboard::isKeyPressed(sfKey::Down)) ? (this->downDAS++) : (this->downDAS = 0);
if (this->shouldMove(this->downDAS)) {
this->moveDown();
}
}
bool PlayerCursor::movedLeft() const {
return this->shouldMove(this->leftDAS);
}
bool PlayerCursor::movedRight() const {
return this->shouldMove(this->rightDAS);
}
bool PlayerCursor::movedUp() const {
return this->shouldMove(this->upDAS);
}
bool PlayerCursor::movedDown() const {
return this->shouldMove(this->downDAS);
}
void PlayerCursor::goToPosition(const sf::Vector2u& newPosition) {
if (this->rows.size() > newPosition.y) {
if (this->rows.at(newPosition.y) > newPosition.x) {
this->position = newPosition;
}
}
}
bool PlayerCursor::addPosition(unsigned int x, unsigned int y) {
if (y >= this->rows.size()) return false;
if (x > this->rows.at(y)) return false;
this->rows.at(y)++;
if ((y == this->position.y) && (x <= this->position.x)) {
this->position.x++;
}
return true;
}
bool PlayerCursor::removePosition(unsigned int x, unsigned int y) {
if (y >= this->rows.size()) return false;
if (x >= this->rows.at(y)) return false;
this->rows.at(y)--;
if ((y == this->position.y) && (x < this->position.x)) {
this->position.x--;
}
return true;
}
bool PlayerCursor::addRow(unsigned int position, unsigned int width) {
if (position > this->rows.size()) return false;
this->rows.insert(this->rows.begin() + position, width);
if (position <= this->position.y) {
this->position.y++;
}
return true;
}
bool PlayerCursor::removeRow(unsigned int position) {
if (position >= this->rows.size()) return false;
this->rows.erase(this->rows.begin() + position);
if (position < this->position.y) {
this->position.y--;
}
return true;
}
const sf::Vector2u& PlayerCursor::getPosition() const {
return this->position;
}
bool PlayerCursor::shouldMove(int DAS) const {
return (DAS == 1
|| (DAS > MENU_DAS && (DAS % 5) == 0)
|| (DAS > (FRAMES_PER_SECOND * 2)));
}
void PlayerCursor::moveLeft() {
if (this->position.x == 0) {
this->position.x = this->rows.at(this->position.y) - 1;
}
else {
this->position.x--;
}
}
void PlayerCursor::moveRight() {
if (this->position.x == this->rows.at(this->position.y) - 1) {
this->position.x = 0;
}
else {
this->position.x++;
}
}
void PlayerCursor::moveUp() {
if (this->position.y == 0) {
this->position.y = this->rows.size() - 1;
}
else {
this->position.y--;
}
if (this->position.x >= this->rows.at(this->position.y)) {
this->position.x = this->rows.at(this->position.y) - 1;
}
}
void PlayerCursor::moveDown() {
if (this->position.y == this->rows.size() - 1) {
this->position.y = 0;
}
else {
this->position.y++;
}
if (this->position.x >= this->rows.at(this->position.y)) {
this->position.x = this->rows.at(this->position.y) - 1;
}
}