#include "interact_component.h" #include "game.h" #include "event_bus.h" #include "memory_alloc.h" #include "errors.h" inline int interact_component_init(component_t *component) { interact_component_data_t *component_data = component->data; component_t *transform_component = entity_get_component(component->entity, TRANSFORM_COMPONENT); if(!transform_component) { error_printf("Hitbox component require a transform component."); return EXIT_FAILURE; } component_data->transform_component_data = transform_component->data; component_data->position = (fvector2d_t) { .x = 0.0f, .y = 0.0f }; component_data->scale = (fvector2d_t) { .x = 1.0f, .y = 1.0f }; component_data->topic_id = 0; component_data->type = INTERACT_TOGGLE; component_data->event_payload = 0; if(event_bus_new_topic(&game.event_bus, component_data->topic_id, 1)) return EXIT_FAILURE; component_data->activated = true; return EXIT_SUCCESS; } inline int interact_component_update(component_t *component __attribute__((unused))) { interact_component_data_t *component_data = component->data; const transform_component_data_t *transform_component_data = component_data->transform_component_data; component_data->bounds.x = transform_component_data->bounds.x + (transform_component_data->bounds.w - component_data->bounds.w) * component_data->position.x; component_data->bounds.y = transform_component_data->bounds.y + (transform_component_data->bounds.h - component_data->bounds.h) * component_data->position.y; component_data->bounds.w = transform_component_data->bounds.w * component_data->scale.x; component_data->bounds.h = transform_component_data->bounds.h * component_data->scale.y; return EXIT_SUCCESS; } #if DEBUG >= 2 #include "display.h" inline int interact_component_draw(const component_t *component) { const interact_component_data_t *component_data = component->data; if(display_draw_frect(&component_data->bounds, C_GREEN, 128)) return EXIT_FAILURE; return EXIT_SUCCESS; } #endif // DEBUG >= 2 inline int interact_component_destroy(component_t *component) { interact_component_data_t *component_data = component->data; free(component_data); return EXIT_SUCCESS; } inline int interact_component_set_topic(interact_component_data_t *component_data, size_t id) { if(event_bus_change_topic_id(&game.event_bus, component_data->topic_id, id)) return EXIT_FAILURE; component_data->topic_id = id; return EXIT_SUCCESS; }