Add cursor support
This commit is contained in:
14
game/input.h
14
game/input.h
@@ -17,7 +17,7 @@ typedef enum InputType {
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#define MOUSE_BUTTON_COUNT (MOUSE_BUTTON_BACK + 1)
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#define CLICK_LIMIT 0.2f
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#define CLICK_LIMIT 0.12f
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#define BUTTON_COUNT (MOUSE_BUTTON_BACK + 1)
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typedef struct InputMapping {
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@@ -41,6 +41,11 @@ typedef struct InputState {
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Vector2 mouse;
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Vector2 mouseWorld;
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f32 mouseDownElapsed[BUTTON_COUNT];
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enum {
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CURSOR_NONE,
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CURSOR_COLLECT_WOOD,
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} cursor;
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// INPUT_BUILDING
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int building;
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bool buildingCanPlace;
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@@ -49,6 +54,11 @@ typedef struct InputState {
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// SELECTED_UNITS
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Rectangle pickArea;
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// SELECTED_OBJECT
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// SELECTED_BUILDING
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// Other
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struct {
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/* Selected units
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* 1: Position
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@@ -58,8 +68,6 @@ typedef struct InputState {
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ecs_query_t *selected;
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//ecs_query_t *selectedBuilding;
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} queries;
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// SELECTED_OBJECT
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// SELECTED_BUILDING
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} InputState;
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static InputMapping inputDefaultMapping() {
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@@ -224,7 +224,7 @@ void render(float dt, void *userData) {
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bzTileMapDraw(&game->map);
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drawPlayerInputUI();
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drawPlayerInputUIGround();
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ecs_progress(ECS, dt);
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ecs_enable(ECS, renderDebugPathSystem, game->debugDraw.path);
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@@ -234,6 +234,8 @@ void render(float dt, void *userData) {
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if (game->debugDraw.spatialGrid)
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bzSpatialGridDrawDebugGrid(game->entityGrid);
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drawPlayerInputUI();
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EndMode2D();
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}
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@@ -114,7 +114,14 @@ void renderDebugPath(ecs_iter_t *it);
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void updatePlayerInput();
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/*
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* Task:
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* Task (rendering above ground):
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* 0: Game (singleton)
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* 0: InputState (singleton)
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*/
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void drawPlayerInputUIGround();
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/*
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* Task (rendering on top):
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* 0: Game (singleton)
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* 0: InputState (singleton)
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*/
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@@ -20,6 +20,12 @@ static void iterRemovePaths(ecs_entity_t entity, Position *pos, Size *size);
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void placeUnits(i32 numUnits, f32 unitSpacing, Vector2 start, Vector2 end, BzTileMap *map, Vector2 **outPlaces);
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void resetInputState(InputState *input) {
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input->cursor = CURSOR_NONE;
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input->state = INPUT_NONE;
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input->building = 0;
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}
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void inputPrimaryAction(Game *game, InputState *input) {
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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if (isInputBtnDragged(input, primaryBtn)) {
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@@ -40,22 +46,26 @@ void inputPrimaryAction(Game *game, InputState *input) {
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}
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i32 selectedCount = ecs_query_entity_count(input->queries.selected);
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if (isInputBtnJustDragged(input, primaryBtn) && selectedCount > 0) {
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resetInputState(input);
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input->state = INPUT_SELECTED_UNITS;
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} else if (isInputBtnJustUp(input, primaryBtn)) {
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if (pickEntity(game->entityGrid, input->mouseDownWorld, Unit)) {
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resetInputState(input);
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input->state = INPUT_SELECTED_UNITS;
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} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Harvestable)) {
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resetInputState(input);
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input->state = INPUT_SELECTED_OBJECT;
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} else if (pickEntity(game->entityGrid, input->mouseDownWorld, Buildable)) {
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resetInputState(input);
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input->state = INPUT_SELECTED_BUILDING;
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}
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selectedCount = ecs_query_entity_count(input->queries.selected);
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}
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if (selectedCount == 0)
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input->state = INPUT_NONE;
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resetInputState(input);
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}
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void inputUnitAction(Game *game, const InputState *input) {
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void inputUnitAction(Game *game, InputState *input) {
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ecs_query_t *query = input->queries.selected;
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BzTileMap *map = &game->map;
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const i32 numUnits = ecs_query_entity_count(query);
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@@ -63,6 +73,14 @@ void inputUnitAction(Game *game, const InputState *input) {
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const MouseButton actionBtn = input->mapping.secondaryBtn;
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input->cursor = CURSOR_NONE;
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if (queryEntity(game->entityGrid, input->mouseWorld, Harvestable)) {
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input->cursor = CURSOR_COLLECT_WOOD;
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if (isInputBtnJustUp(input, actionBtn)) {
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bzLogInfo("Chop wood!");
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}
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}
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if (isInputBtnJustDown(input, actionBtn)) {
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// Note: We mustn't use ecs ecs_remove_all since this will also
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// remove ongoing paths that are not part of this query.
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@@ -120,8 +138,7 @@ void updatePlayerInput() {
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if (IsKeyPressed(input->mapping.backBtn)) {
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ecs_remove_all(ECS, Selected);
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input->state = INPUT_NONE;
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input->building = 0;
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resetInputState(input);
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return;
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}
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@@ -241,29 +258,21 @@ void updatePlayerInput() {
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}
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}
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void drawPlayerInputUI() {
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Game *game = ecs_singleton_get_mut(ECS, Game);
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InputState *input = ecs_singleton_get_mut(ECS, InputState);
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BzTileMap *map = &game->map;
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void drawPlayerInputUIGround() {
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const Game *game = ecs_singleton_get_mut(ECS, Game);
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const InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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const MouseButton secondaryBtn = input->mapping.secondaryBtn;
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i32 selectedUnitCount = ecs_count_id(ECS, Selected);
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const i32 selectedUnitCount = ecs_count_id(ECS, Selected);
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switch (input->state) {
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case INPUT_NONE:
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if (isInputBtnDragged(input, primaryBtn)) {
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Rectangle area = input->pickArea;
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DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
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}
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break;
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case INPUT_BUILDING: {
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Color placeColor = input->buildingCanPlace ?
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const Color placeColor = input->buildingCanPlace ?
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(Color) {0, 255, 0, 200} :
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(Color) {255, 0, 0, 200};
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BzTile width = game->map.tileWidth;
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BzTile height = game->map.tileHeight;
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const BzTile width = game->map.tileWidth;
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const BzTile height = game->map.tileHeight;
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DrawRectangleLines(input->buildingPos.x * width,
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input->buildingPos.y * height,
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input->buildingSize.sizeX * width,
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@@ -287,25 +296,9 @@ void drawPlayerInputUI() {
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}
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}
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*/
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Rectangle area = {input->mouseWorld.x, input->mouseWorld.y, 1, 1};
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DrawCircle(area.x, area.y, 4.0f, BLUE);
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BzSpatialGridIter it = bzSpatialGridIter(game->entityGrid, area.x, area.y, area.width, area.height);
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while (bzSpatialGridQueryNext(&it)) {
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ecs_entity_t entity = 0;
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BzSpatialGrid *grid = game->entityGrid;
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Vector2 point = input->mouseWorld;
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if ((entity = queryEntity(grid, point, Harvestable))) {
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DrawText("Collect resources", point.x, point.y, 10.0f, RED);
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}
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}
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break;
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}
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default: break;
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}
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ecs_iter_t it = ecs_query_iter(ECS, input->queries.selected);
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rlSetLineWidth(2.0f);
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@@ -323,6 +316,30 @@ void drawPlayerInputUI() {
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}
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void drawPlayerInputUI() {
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const Game *game = ecs_singleton_get_mut(ECS, Game);
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const InputState *input = ecs_singleton_get_mut(ECS, InputState);
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const MouseButton primaryBtn = input->mapping.primaryBtn;
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if (isInputBtnDragged(input, primaryBtn)) {
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const Rectangle area = input->pickArea;
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DrawRectangleLines(area.x, area.y, area.width, area.height, RED);
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}
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switch (input->cursor) {
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case CURSOR_COLLECT_WOOD: {
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const Vector2 point = input->mouseWorld;
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DrawCircle(point.x, point.y, 2.0f, RED);
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DrawText("Collect wood", point.x, point.y, 10.0f, RED);
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break;
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}
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default: break;
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}
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}
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Rectangle calculateEntityBounds(Position pos, Size size) {
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return (Rectangle) {
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pos.x - size.x * 0.5f,
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