Redid layer system, added layer/null windows, more quality of life, polish
This commit is contained in:
22
src/COMMON.h
22
src/COMMON.h
@@ -233,8 +233,10 @@ static inline s32 map_next_id_get(const std::map<s32, T>& map)
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return id;
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}
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template<typename T>
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static inline T* map_find(std::map<s32, T>& map, s32 id)
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template <typename Map>
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static inline auto map_find(Map& map, typename Map::key_type id)
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-> typename Map::mapped_type*
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{
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if (auto it = map.find(id); it != map.end())
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return &it->second;
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@@ -289,6 +291,22 @@ static inline void map_insert_shift(std::map<int, T>& map, s32 index, const T& v
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map[insertIndex] = value;
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}
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template <typename T>
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void vector_value_erase(std::vector<T>& v, const T& value)
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{
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v.erase(std::remove(v.begin(), v.end(), value), v.end());
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}
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template <typename T>
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void vector_value_swap(std::vector<T>& v, const T& a, const T& b)
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{
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for (auto& element : v)
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{
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if (element == a) element = b;
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else if (element == b) element = a;
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}
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}
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static inline mat4 quad_model_get(vec2 size = {}, vec2 position = {}, vec2 pivot = {}, vec2 scale = vec2(1.0f), f32 rotation = {})
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{
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vec2 scaleAbsolute = glm::abs(scale);
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