Correction problème raccourci suppr dans éditeur

This commit is contained in:
Mattéo Delabre 2016-04-11 00:13:51 +02:00
parent 5ff5e38928
commit f864712da3
2 changed files with 24 additions and 23 deletions

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@ -189,8 +189,8 @@ void Editor::processEvent(const sf::Event& event) {
if (event.type == sf::Event::KeyPressed) {
// appui sur suppr : suppression des blocs sélectionnés
if (event.key.code == sf::Keyboard::Delete) {
for (unsigned int i = 0; i < selection.size(); i++) {
removeObject(selection[i]);
for (auto it = selection.begin(); it != selection.end();) {
removeObject(*it);
}
clearSelection();
@ -247,9 +247,9 @@ void Editor::draw() {
sf::VertexArray zone_polygon(sf::LinesStrip);
control_points_circles.clear();
for (unsigned int i = 0; i < zone.size() + 1; i++) {
for (auto it = zone.begin(); it != zone.end(); it++) {
sf::CircleShape circle(5);
sf::Vector2f position = zone[i % zone.size()];
sf::Vector2f position = *it;
circle.setOrigin(sf::Vector2f(5, 5));
circle.setFillColor(ZONE_POINT_COLOR);
@ -259,10 +259,11 @@ void Editor::draw() {
control_points_circles.push_back(circle);
}
zone_polygon.append(sf::Vertex(zone[0], ZONE_BORDER_COLOR));
window.draw(zone_polygon);
for (unsigned int i = 0; i < zone.size(); i++) {
window.draw(control_points_circles[i]);
for (auto it = control_points_circles.begin(); it != control_points_circles.end(); it++) {
window.draw(*it);
}
// on passe au dessin d'éléments d'interface.
@ -297,9 +298,9 @@ void Editor::draw() {
Object::Ptr Editor::getObject(sf::Vector2f position) {
const std::vector<Object::Ptr>& objects = getObjects();
for (unsigned int i = 0; i < objects.size(); i++) {
if (objects[i]->getAABB().contains(position)) {
return objects[i];
for (auto it = objects.begin(); it != objects.end(); it++) {
if ((*it)->getAABB().contains(position)) {
return *it;
}
}
@ -335,8 +336,8 @@ Object::Ptr Editor::addObject(sf::Vector2f position) {
// pas superposé à un autre
float overlaps = false;
for (unsigned int i = 0; i < objects.size(); i++) {
if (objects[i]->getAABB().intersects(object->getAABB())) {
for (auto it = objects.begin(); it != objects.end(); it++) {
if ((*it)->getAABB().intersects(object->getAABB())) {
overlaps = true;
}
}
@ -423,16 +424,16 @@ void Editor::select(sf::Vector2f top_left, sf::Vector2f bottom_right) {
clearSelection();
// sélection des éléments intersectant le rectangle
for (unsigned int i = 0; i < objects.size(); i++) {
if (objects[i]->getAABB().intersects(selection_rect)) {
select(objects[i], Editor::SelectionMode::ADD);
for (auto it = objects.begin(); it != objects.end(); it++) {
if ((*it)->getAABB().intersects(selection_rect)) {
select(*it, Editor::SelectionMode::ADD);
}
}
}
void Editor::clearSelection() {
for (unsigned int i = 0; i < selection.size(); i++) {
selection[i]->setSelected(false);
for (auto it = selection.begin(); it != selection.end(); it++) {
(*it)->setSelected(false);
}
selection.clear();
@ -441,9 +442,9 @@ void Editor::clearSelection() {
void Editor::selectAll() {
const std::vector<Object::Ptr>& objects = getObjects();
for (unsigned int i = 0; i < objects.size(); i++) {
objects[i]->setSelected(true);
selection.push_back(objects[i]);
for (auto it = objects.begin(); it != objects.end(); it++) {
(*it)->setSelected(true);
selection.push_back(*it);
}
}
@ -460,15 +461,15 @@ void Editor::test() {
// copie des objets du niveau vers le jeu
std::vector<Object::Ptr>& objects = getObjects();
for (unsigned int i = 0; i < objects.size(); i++) {
game->addObject(objects[i]->clone());
for (auto it = objects.begin(); it != objects.end(); it++) {
game->addObject((*it)->clone());
}
// copie de la zone de jeu
std::vector<sf::Vector2f>& zone = getZone();
for (unsigned int i = 0; i < zone.size(); i++) {
game->getZone().push_back(zone[i]);
for (auto it = zone.begin(); it != zone.end(); it++) {
game->getZone().push_back(*it);
}
// mise en mode test