Split the game core and ui code into their respective modules
Game state struct ends the variable mess in main.c
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#include "ui.h"
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#include "game.h"
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#include <math.h>
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#include <raylib.h>
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#include <stdbool.h>
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static bool is_dragging;
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static Vector2 drag_start_pos;
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void handle_mouse_input(GameState_t *game_state) {
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) {
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drag_start_pos = GetMousePosition();
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if (drag_start_pos.x >= 500 && drag_start_pos.x <= 775 && drag_start_pos.y >= 455 && drag_start_pos.y <= 479) {
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reset_board(game_state);
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return;
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}
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is_dragging = true;
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} else if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON) && is_dragging) {
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Vector2 current_pos = GetMousePosition();
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float dx = current_pos.x - drag_start_pos.x;
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float dy = current_pos.y - drag_start_pos.y;
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float drag_distance = sqrt(dx * dx + dy * dy);
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// We don't want to register single clicks as a move
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if (drag_distance >= 30) {
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if (fabs(dx) > fabs(dy)) {
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if (dx > 0) {
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move(game_state, RIGHT);
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} else {
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move(game_state, LEFT);
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}
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} else {
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if (dy > 0) {
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move(game_state, DOWN);
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} else {
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move(game_state, UP);
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}
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}
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spawn_tile(game_state);
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}
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is_dragging = false;
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}
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}
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