Prevent input handling, if it is over ImGui

This commit is contained in:
2023-11-11 07:06:19 +01:00
parent 1908150635
commit b46663bf88

View File

@@ -239,15 +239,21 @@ void deinit(Game *game) {
void render(float dt, Game *game) {
Camera2D *camera = &game->camera;
if (IsKeyDown(KEY_W)) camera->target.y -= 20;
if (IsKeyDown(KEY_S)) camera->target.y += 20;
if (IsKeyDown(KEY_A)) camera->target.x -= 20;
if (IsKeyDown(KEY_D)) camera->target.x += 20;
ImGuiIO *io = igGetIO();
if (!io->WantCaptureMouse && !io->WantCaptureKeyboard) {
if (IsKeyDown(KEY_W)) camera->target.y -= 20;
if (IsKeyDown(KEY_S)) camera->target.y += 20;
if (IsKeyDown(KEY_A)) camera->target.x -= 20;
if (IsKeyDown(KEY_D)) camera->target.x += 20;
if (IsKeyDown(KEY_Q)) camera->rotation--;
if (IsKeyDown(KEY_E)) camera->rotation++;
camera->zoom += ((float) GetMouseWheelMove() * 0.05f);
}
if (IsKeyDown(KEY_Q)) camera->rotation--;
if (IsKeyDown(KEY_E)) camera->rotation++;
camera->zoom += ((float) GetMouseWheelMove() * 0.05f);
BeginMode2D(*camera);
ClearBackground(RAYWHITE);
@@ -270,7 +276,7 @@ void render(float dt, Game *game) {
DrawRectangleLines(tileX * 16, tileY * 16, sizeX * 16, sizeY * 16, placeColor);
if (canPlace && IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
if (canPlace && IsMouseButtonDown(MOUSE_BUTTON_LEFT)) {
placeBuilding(&game->map, selectedBuilding, tileX, tileY, sizeX, sizeY);
}