2008-01-12 12:27:55 +00:00
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#include <game/g_math.h>
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2008-01-12 17:09:00 +00:00
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#include <game/generated/gc_data.h>
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#include <game/client/gc_render.h>
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#include "ed_editor.hpp"
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2008-01-12 12:27:55 +00:00
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LAYER_TILES::LAYER_TILES(int w, int h)
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{
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type = LAYERTYPE_TILES;
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type_name = "Tiles";
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width = w;
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height = h;
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image = -1;
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tex_id = -1;
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game = 0;
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tiles = new TILE[width*height];
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mem_zero(tiles, width*height*sizeof(TILE));
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}
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LAYER_TILES::~LAYER_TILES()
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{
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delete [] tiles;
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}
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void LAYER_TILES::make_palette()
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{
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for(int y = 0; y < height; y++)
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for(int x = 0; x < width; x++)
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tiles[y*width+x].index = y*16+x;
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}
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void LAYER_TILES::render()
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{
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if(image >= 0 && image < editor.map.images.len())
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tex_id = editor.map.images[image]->tex_id;
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gfx_texture_set(tex_id);
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2008-01-29 21:39:41 +00:00
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render_tilemap(tiles, width, height, 32.0f, vec4(1,1,1,1), 0);
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2008-01-12 12:27:55 +00:00
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}
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int LAYER_TILES::convert_x(float x) const { return (int)(x/32.0f); }
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int LAYER_TILES::convert_y(float y) const { return (int)(y/32.0f); }
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void LAYER_TILES::convert(RECT rect, RECTi *out)
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{
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out->x = convert_x(rect.x);
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out->y = convert_y(rect.y);
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out->w = convert_x(rect.x+rect.w+31) - out->x;
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out->h = convert_y(rect.y+rect.h+31) - out->y;
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}
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void LAYER_TILES::snap(RECT *rect)
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{
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RECTi out;
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convert(*rect, &out);
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rect->x = out.x*32.0f;
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rect->y = out.y*32.0f;
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rect->w = out.w*32.0f;
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rect->h = out.h*32.0f;
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}
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void LAYER_TILES::clamp(RECTi *rect)
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{
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if(rect->x < 0)
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{
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rect->w += rect->x;
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rect->x = 0;
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}
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if(rect->y < 0)
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{
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rect->h += rect->y;
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rect->y = 0;
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}
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if(rect->x+rect->w > width)
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rect->w = width-rect->x;
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if(rect->y+rect->h > height)
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rect->h = height-rect->y;
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if(rect->h < 0)
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rect->h = 0;
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if(rect->w < 0)
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rect->w = 0;
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}
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void LAYER_TILES::brush_selecting(RECT rect)
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{
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gfx_texture_set(-1);
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gfx_quads_begin();
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gfx_setcolor(1,1,1,0.4f);
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snap(&rect);
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gfx_quads_drawTL(rect.x, rect.y, rect.w, rect.h);
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gfx_quads_end();
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}
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int LAYER_TILES::brush_grab(LAYERGROUP *brush, RECT rect)
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{
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RECTi r;
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convert(rect, &r);
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clamp(&r);
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if(!r.w || !r.h)
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return 0;
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// create new layers
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LAYER_TILES *grabbed = new LAYER_TILES(r.w, r.h);
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grabbed->tex_id = tex_id;
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grabbed->image = image;
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brush->add_layer(grabbed);
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// copy the tiles
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for(int y = 0; y < r.h; y++)
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for(int x = 0; x < r.w; x++)
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grabbed->tiles[y*grabbed->width+x] = tiles[(r.y+y)*width+(r.x+x)];
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return 1;
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}
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void LAYER_TILES::brush_draw(LAYER *brush, float wx, float wy)
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{
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2008-03-20 23:59:41 +00:00
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if(readonly)
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return;
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2008-01-12 12:27:55 +00:00
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//
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LAYER_TILES *l = (LAYER_TILES *)brush;
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int sx = convert_x(wx);
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int sy = convert_y(wy);
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for(int y = 0; y < l->height; y++)
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for(int x = 0; x < l->width; x++)
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{
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int fx = x+sx;
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int fy = y+sy;
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if(fx<0 || fx >= width || fy < 0 || fy >= height)
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continue;
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tiles[fy*width+fx] = l->tiles[y*l->width+x];
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}
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}
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void LAYER_TILES::brush_flip_x()
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{
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for(int y = 0; y < height; y++)
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for(int x = 0; x < width/2; x++)
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{
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TILE tmp = tiles[y*width+x];
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2008-03-21 19:05:35 +00:00
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tiles[y*width+x] = tiles[y*width+width-1-x];
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tiles[y*width+width-1-x] = tmp;
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2008-01-12 12:27:55 +00:00
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}
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for(int y = 0; y < height; y++)
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for(int x = 0; x < width; x++)
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tiles[y*width+x].flags ^= TILEFLAG_VFLIP;
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}
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void LAYER_TILES::brush_flip_y()
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{
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for(int y = 0; y < height/2; y++)
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for(int x = 0; x < width; x++)
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{
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TILE tmp = tiles[y*width+x];
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tiles[y*width+x] = tiles[(height-1-y)*width+x];
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tiles[(height-1-y)*width+x] = tmp;
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}
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for(int y = 0; y < height; y++)
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for(int x = 0; x < width; x++)
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tiles[y*width+x].flags ^= TILEFLAG_HFLIP;
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}
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void LAYER_TILES::resize(int new_w, int new_h)
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{
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TILE *new_data = new TILE[new_w*new_h];
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mem_zero(new_data, new_w*new_h*sizeof(TILE));
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// copy old data
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for(int y = 0; y < min(new_h, height); y++)
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mem_copy(&new_data[y*new_w], &tiles[y*width], min(width, new_w)*sizeof(TILE));
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// replace old
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delete [] tiles;
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tiles = new_data;
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width = new_w;
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height = new_h;
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}
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2008-01-13 22:03:32 +00:00
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int LAYER_TILES::render_properties(RECT *toolbox)
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2008-01-12 12:27:55 +00:00
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{
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2008-01-13 22:03:32 +00:00
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RECT button;
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ui_hsplit_b(toolbox, 12.0f, toolbox, &button);
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2008-03-09 23:29:14 +00:00
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bool in_gamegroup = editor.map.game_group->layers.find(this) != -1;
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2008-01-13 22:03:32 +00:00
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static int col_button = 0;
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if(do_editor_button(&col_button, "Make Collision", in_gamegroup?0:-1, &button, draw_editor_button, 0, "Constructs collision from the this layer"))
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{
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2008-03-09 23:29:14 +00:00
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LAYER_TILES *gl = editor.map.game_layer;
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2008-01-13 22:03:32 +00:00
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int w = min(gl->width, width);
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int h = min(gl->height, height);
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for(int y = 0; y < h; y++)
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for(int x = 0; x < w; x++)
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{
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if(gl->tiles[y*gl->width+x].index <= TILE_SOLID)
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gl->tiles[y*gl->width+x].index = tiles[y*width+x].index?TILE_SOLID:TILE_AIR;
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}
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return 1;
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}
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2008-01-12 12:27:55 +00:00
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enum
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{
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2008-03-21 00:13:55 +00:00
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PROP_WIDTH=0,
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2008-01-12 12:27:55 +00:00
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PROP_HEIGHT,
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2008-03-21 00:13:55 +00:00
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PROP_IMAGE,
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2008-01-12 12:27:55 +00:00
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NUM_PROPS,
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};
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PROPERTY props[] = {
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{"Width", width, PROPTYPE_INT_STEP, 1, 1000000000},
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{"Height", height, PROPTYPE_INT_STEP, 1, 1000000000},
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2008-03-20 23:59:41 +00:00
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{"Image", image, PROPTYPE_IMAGE, 0, 0},
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2008-01-12 12:27:55 +00:00
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{0},
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};
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2008-03-21 00:13:55 +00:00
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if(editor.map.game_layer == this) // remove the image from the selection if this is the game layer
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2008-03-20 23:59:41 +00:00
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props[2].name = 0;
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2008-01-12 12:27:55 +00:00
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static int ids[NUM_PROPS] = {0};
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int new_val = 0;
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int prop = editor.do_properties(toolbox, props, ids, &new_val);
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2008-03-21 00:13:55 +00:00
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if(prop == PROP_WIDTH && new_val > 1)
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2008-01-12 12:27:55 +00:00
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resize(new_val, height);
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else if(prop == PROP_HEIGHT && new_val > 1)
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resize(width, new_val);
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2008-03-21 00:13:55 +00:00
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else if(prop == PROP_IMAGE)
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image = new_val%editor.map.images.len();
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2008-01-13 22:03:32 +00:00
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return 0;
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2008-01-12 12:27:55 +00:00
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}
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2008-01-19 12:32:08 +00:00
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2008-03-09 23:29:14 +00:00
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void LAYER_TILES::modify_image_index(INDEX_MODIFY_FUNC func)
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2008-01-19 12:32:08 +00:00
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{
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func(&image);
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}
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2008-03-09 23:29:14 +00:00
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void LAYER_TILES::modify_envelope_index(INDEX_MODIFY_FUNC func)
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2008-01-19 12:32:08 +00:00
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{
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}
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