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