14 if (searchingNextCity)
16 for (
int i = 0; i < citiesCounter; i++)
28 *tempCity = cities[i];
31 *searchingNextCity =
false;
34 *showPopUpMenu =
true;
44void handlePopUpInput(
City* cities,
City* activeCity,
City* tempCity,
PopUpAnimationFrame popUpFrame,
Rectangle confirmHitbox,
Rectangle denyHitbox, std::vector<LinePoints>* conLinesPtr,
bool* searchingNextCity,
bool* showPopUpMenu,
bool* nextCityChosenPtr,
int* indexPtr,
int* travelPointsPtr,
int* bonusPtr)
50 *showPopUpMenu =
false;
53 *searchingNextCity =
true;
59 *nextCityChosenPtr =
true;
71 *bonusPtr = tempCity->
bonus;
74 *activeCity = *tempCity;
84 *showPopUpMenu =
false;
87 *searchingNextCity =
false;
90 *nextCityChosenPtr =
false;
RLAPI bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
RLAPI Vector2 GetMousePosition(void)
RLAPI bool IsMouseButtonPressed(int button)
Define Pop up animation frame.
void travelToNextCity(Vector2 mousePoint, City *cities, City activeCity, City *tempCity, bool *searchingNextCity, bool *showPopUpMenu, int citiesCounter, int *indexPtr)
Travel to next selected city (if possible).
void handlePopUpInput(City *cities, City *activeCity, City *tempCity, PopUpAnimationFrame popUpFrame, Rectangle confirmHitbox, Rectangle denyHitbox, std::vector< LinePoints > *conLinesPtr, bool *searchingNextCity, bool *showPopUpMenu, bool *nextCityChosenPtr, int *indexPtr, int *travelPointsPtr, int *bonusPtr)
Handle mouse input for the pop-up.