- Treballant en les propietats dels actors
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@@ -100,6 +100,27 @@ void btn(const char* label, const int x, const int y, int &var, int min, int max
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}
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}
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void btn_small(const int x, const int y, int &var, int min, int max)
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{
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char buffer[100];
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int result=0;
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result=ui::button(SDL_itoa(var, buffer, 10), x, y, 15, 11, TEAL, LIGHT+TEAL, LIGHT+PURPLE);
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if (result)
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{
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var=SDL_max(min, SDL_min(max, var-(result-2)));
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}
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}
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void btn_txt(const char* label, const int x, const int y, char *var)
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{
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draw::print(label, x, y+3, 15, 0);
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int result = 0;
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result = ui::button(var, x+22, y, 66, 11, TEAL, LIGHT+TEAL, LIGHT+PURPLE);
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if (result)
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{
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}
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}
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int section = 0;
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void editor_move_selected()
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@@ -148,6 +169,8 @@ bool game::loop()
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draw::print("ACTORS", 369, 13, YELLOW, BLACK);
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}
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actor::actor_t *act = nullptr;
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switch (section) {
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case 0:
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btn("ROOM WIDTH:", 330, 40, room_w, 0, 3);
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@@ -164,6 +187,19 @@ bool game::loop()
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btn("WDOORS:", 330, 200, room_walldoors, 0, 5);
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break;
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case 1:
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act = actor::getSelected();
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if (act)
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{
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btn_txt("NAME:", 330, 40, act->name);
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btn_txt("BMP:", 330, 55, act->bmp);
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draw::print("RECT:", 330, 73, 15, 0);
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btn_small(352, 70, act->bmp_rect.x, 0, 512);
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btn_small(369, 70, act->bmp_rect.y, 0, 512);
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btn_small(386, 70, act->bmp_rect.w, 0, 512);
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btn_small(403, 70, act->bmp_rect.h, 0, 512);
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break;
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}
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case 2:
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draw::color(TEAL);
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draw::rect(328, 38, 67, 94);
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const int mx = input::mouseX();
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@@ -171,7 +207,7 @@ bool game::loop()
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const bool btnDown = input::mouseBtn(1) || input::mouseBtn(3);
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int line = 0;
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actor::actor_t *act = actor::getFirst();
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act = actor::getFirst();
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while (act) {
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if ((act->flags&FLAG_NOEDITOR)!=FLAG_NOEDITOR) {
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if (act==actor::getSelected()) {
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