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undo/redo selections
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parent
65d187f511
commit
1f91c3bdef
2 changed files with 37 additions and 20 deletions
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@ -8,12 +8,15 @@ import flixel.math.FlxPoint;
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class SprStage extends FlxSprite
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{
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public var layer:Int = 0;
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public var mousePressing:Bool = false;
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public function new(?x:Float = 0, ?y:Float = 0)
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public var mouseOffset:FlxPoint = FlxPoint.get(0, 0);
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public function new(?x:Float = 0, ?y:Float = 0, dragShitFunc:SprStage->Void)
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{
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super(x, y);
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FlxMouseEventManager.add(this, dragShit, null, function(spr:SprStage)
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FlxMouseEventManager.add(this, dragShitFunc, null, function(spr:SprStage)
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{
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if (isSelected() || StageBuilderState.curTool == SELECT)
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alpha = 0.5;
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@ -23,7 +26,7 @@ class SprStage extends FlxSprite
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}, false, true, true);
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}
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function isSelected():Bool
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public function isSelected():Bool
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{
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return StageBuilderState.curSelectedSpr == this;
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}
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@ -44,20 +47,4 @@ class SprStage extends FlxSprite
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StageBuilderState.changeTool(GRAB);
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}
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}
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public var mousePressing:Bool = false;
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private var mouseOffset:FlxPoint = FlxPoint.get(0, 0);
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function dragShit(spr:SprStage)
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{
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if (StageBuilderState.curTool == SELECT)
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StageBuilderState.curSelectedSpr = this;
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mousePressing = true;
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if (isSelected())
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StageBuilderState.changeTool(GRABBING);
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mouseOffset.set(FlxG.mouse.x - this.x, FlxG.mouse.y - this.y);
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}
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}
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@ -102,7 +102,7 @@ class StageBuilderState extends MusicBeatState
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new FlxTimer().start(0.2, function(tmr)
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{
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var awesomeImg:SprStage = new SprStage(FlxG.mouse.x, FlxG.mouse.y);
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var awesomeImg:SprStage = new SprStage(FlxG.mouse.x, FlxG.mouse.y, sprDragShitFunc);
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awesomeImg.loadGraphic(Paths.image('stageBuild/stageTempImg'), false, 0, 0, true);
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awesomeImg.layer = sprGrp.members.length;
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@ -223,6 +223,7 @@ class StageBuilderState extends MusicBeatState
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if (FlxG.keys.justPressed.Z && actionQueue.length > 0)
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{
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trace('UNDO - QUEUE LENGTH: ' + actionQueue.length);
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isUndoRedo = true;
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actionQueue.pop()(posQueue.pop());
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}
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@ -236,6 +237,7 @@ class StageBuilderState extends MusicBeatState
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switch (curTool)
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{
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// redo this later so it doesn't create brand new FlxSprites into memory or someshit??? this was lazy 3AM way
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case SELECT:
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FlxG.mouse.load(new FlxSprite().loadGraphic(Paths.image('stageBuild/cursorSelect')).pixels);
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case GRABBING:
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@ -247,6 +249,34 @@ class StageBuilderState extends MusicBeatState
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}
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}
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function changeCurSelected(spr:SprStage)
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{
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if (!isUndoRedo)
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{
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actionQueue.push(changeCurSelected);
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posQueue.push(curSelectedSpr);
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}
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else
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isUndoRedo = false;
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curSelectedSpr = spr;
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}
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function sprDragShitFunc(spr:SprStage)
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{
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if (curTool == SELECT)
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changeCurSelected(spr);
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spr.mousePressing = true;
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if (spr.isSelected())
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changeTool(GRABBING);
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spr.mouseOffset.set(FlxG.mouse.x - spr.x, FlxG.mouse.y - spr.y);
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}
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// make function for changing cur selection
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function moveSprPos(xDiff:Float, yDiff:Float) {}
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var isUndoRedo:Bool = false;
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var actionQueue:Array<Dynamic->Void> = [];
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var posQueue:Array<Dynamic> = [];
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