Fix position of new entities
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+6
-4
@@ -306,8 +306,6 @@ end_frame :: proc(state: ^engine_state)
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}
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glfw.SwapBuffers(state.window)
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__e2d_interal.viewport_changed = false
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}
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cleanup :: proc(state: ^engine_state)
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@@ -356,13 +354,14 @@ is_key_released :: #force_inline proc(state: ^engine_state, key : i32) -> bool{
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}
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draw_flush :: proc(d: ^e2_draw.Draw)
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draw_flush :: proc(state: ^engine_state)
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{
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d := &state.draw
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if __e2d_interal.viewport_changed
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{
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d.glyph.atlas_width = d.cam.width
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d.glyph.atlas_height = d.cam.height
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d.glyph.font_size_pt = 9
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d.glyph.font_size_pt = 12
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d.glyph.width = d.cam.width
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d.glyph.height = d.cam.height
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@@ -370,5 +369,8 @@ draw_flush :: proc(d: ^e2_draw.Draw)
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}
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e2_draw.draw_flush(d, __e2d_interal.viewport_changed)
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glfw.SwapBuffers(state.window)
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__e2d_interal.viewport_changed = false
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}
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+10
-3
@@ -2,6 +2,7 @@ package edit2d
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import b2 "vendor:box2d"
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//import im "shared:odin-imgui"
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import "core:fmt"
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import "vendor:glfw"
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import "base:runtime"
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import draw "./draw"
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@@ -78,11 +79,17 @@ handle_entity_mode :: proc(
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}
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else if is_key_pressed(state, glfw.MOUSE_BUTTON_RIGHT)
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{
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new_def := E {
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engine = default_engine_entity_def(),
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type = .NPC
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}
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x_pos, y_pos := glfw.GetCursorPos(state.window)
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pos := draw.camera_convert_screen_to_world_32(&state.draw.cam, {f32(x_pos), f32(y_pos)})
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new_def.body_def.position = pos
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interface.selected_entity = i32(len(level.entity_defs))
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append(&level.entity_defs, new_def)
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ret = true
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@@ -181,17 +188,17 @@ handle_input :: proc(
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ret := false
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#partial switch game.interface.edit_mode
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{
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case .ENTITY : handle_entity_mode(E, state, game_data)
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case .ENTITY : ret = handle_entity_mode(E, state, game_data)
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// case .VERTICES : interface_handle_vertices_mode(state, game_data)
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// case .OVERVIEW : interface_handle_overview_mode(state, game_data)
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// case .CHAIN : interface_handle_chain_mode(state, game_data)
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// case .JOINT : interface_handle_joint_mode(state, game_data)
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}
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return false
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return ret
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}
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+4
-1
@@ -169,7 +169,7 @@ mu_interface_draw_options :: proc(state: ^engine_state)
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interface_all :: proc($E: typeid, interface: ^interface_state, game_data : $G) -> bool
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{
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{
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ret := false
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if interface.selected_entity <0
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{
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@@ -177,6 +177,9 @@ interface_all :: proc(interface: ^interface_state) -> bool
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}
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if handle_input(E, interface.state, game_data) do return true
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state := interface.state
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mu.begin(&state.mu_ctx)
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//test_window(&state.mu_ctx)
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