Fix position of new entities

This commit is contained in:
SamratGhale
2026-03-27 22:08:34 +05:45
parent f49651384c
commit be8c936e33
3 changed files with 20 additions and 8 deletions
+10 -3
View File
@@ -2,6 +2,7 @@ package edit2d
import b2 "vendor:box2d"
//import im "shared:odin-imgui"
import "core:fmt"
import "vendor:glfw"
import "base:runtime"
import draw "./draw"
@@ -78,11 +79,17 @@ handle_entity_mode :: proc(
}
else if is_key_pressed(state, glfw.MOUSE_BUTTON_RIGHT)
{
new_def := E {
engine = default_engine_entity_def(),
type = .NPC
}
x_pos, y_pos := glfw.GetCursorPos(state.window)
pos := draw.camera_convert_screen_to_world_32(&state.draw.cam, {f32(x_pos), f32(y_pos)})
new_def.body_def.position = pos
interface.selected_entity = i32(len(level.entity_defs))
append(&level.entity_defs, new_def)
ret = true
@@ -181,17 +188,17 @@ handle_input :: proc(
ret := false
#partial switch game.interface.edit_mode
{
case .ENTITY : handle_entity_mode(E, state, game_data)
case .ENTITY : ret = handle_entity_mode(E, state, game_data)
// case .VERTICES : interface_handle_vertices_mode(state, game_data)
// case .OVERVIEW : interface_handle_overview_mode(state, game_data)
// case .CHAIN : interface_handle_chain_mode(state, game_data)
// case .JOINT : interface_handle_joint_mode(state, game_data)
}
return false
return ret
}