/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include "ed_editor.h" #include CLayerTiles::CLayerTiles(int w, int h) { m_Type = LAYERTYPE_TILES; m_pTypeName = "Tiles"; m_Width = w; m_Height = h; m_Image = -1; m_TexID = -1; m_Game = 0; m_Color.r = 255; m_Color.g = 255; m_Color.b = 255; m_Color.a = 255; m_pTiles = new CTile[m_Width*m_Height]; mem_zero(m_pTiles, m_Width*m_Height*sizeof(CTile)); } CLayerTiles::~CLayerTiles() { delete [] m_pTiles; } void CLayerTiles::PrepareForSave() { for(int y = 0; y < m_Height; y++) for(int x = 0; x < m_Width; x++) m_pTiles[y*m_Width+x].m_Flags &= TILEFLAG_VFLIP|TILEFLAG_HFLIP|TILEFLAG_ROTATE; if(m_Image != -1 && m_Color.a == 255) { for(int y = 0; y < m_Height; y++) for(int x = 0; x < m_Width; x++) m_pTiles[y*m_Width+x].m_Flags |= m_pEditor->m_Map.m_lImages[m_Image]->m_aTileFlags[m_pTiles[y*m_Width+x].m_Index]; } } void CLayerTiles::MakePalette() { for(int y = 0; y < m_Height; y++) for(int x = 0; x < m_Width; x++) m_pTiles[y*m_Width+x].m_Index = y*16+x; } void CLayerTiles::Render() { if(m_Image >= 0 && m_Image < m_pEditor->m_Map.m_lImages.size()) m_TexID = m_pEditor->m_Map.m_lImages[m_Image]->m_TexID; Graphics()->TextureSet(m_TexID); vec4 Color = vec4(m_Color.r/255.0f, m_Color.g/255.0f, m_Color.b/255.0f, m_Color.a/255.0f); m_pEditor->RenderTools()->RenderTilemap(m_pTiles, m_Width, m_Height, 32.0f, Color, LAYERRENDERFLAG_OPAQUE|LAYERRENDERFLAG_TRANSPARENT); } int CLayerTiles::ConvertX(float x) const { return (int)(x/32.0f); } int CLayerTiles::ConvertY(float y) const { return (int)(y/32.0f); } void CLayerTiles::Convert(CUIRect Rect, RECTi *pOut) { pOut->x = ConvertX(Rect.x); pOut->y = ConvertY(Rect.y); pOut->w = ConvertX(Rect.x+Rect.w+31) - pOut->x; pOut->h = ConvertY(Rect.y+Rect.h+31) - pOut->y; } void CLayerTiles::Snap(CUIRect *pRect) { RECTi Out; Convert(*pRect, &Out); pRect->x = Out.x*32.0f; pRect->y = Out.y*32.0f; pRect->w = Out.w*32.0f; pRect->h = Out.h*32.0f; } void CLayerTiles::Clamp(RECTi *pRect) { if(pRect->x < 0) { pRect->w += pRect->x; pRect->x = 0; } if(pRect->y < 0) { pRect->h += pRect->y; pRect->y = 0; } if(pRect->x+pRect->w > m_Width) pRect->w = m_Width - pRect->x; if(pRect->y+pRect->h > m_Height) pRect->h = m_Height - pRect->y; if(pRect->h < 0) pRect->h = 0; if(pRect->w < 0) pRect->w = 0; } void CLayerTiles::BrushSelecting(CUIRect Rect) { Graphics()->TextureSet(-1); m_pEditor->Graphics()->QuadsBegin(); m_pEditor->Graphics()->SetColor(1.0f, 1.0f, 1.0f, 0.4f); Snap(&Rect); IGraphics::CQuadItem QuadItem(Rect.x, Rect.y, Rect.w, Rect.h); m_pEditor->Graphics()->QuadsDrawTL(&QuadItem, 1); m_pEditor->Graphics()->QuadsEnd(); char aBuf[16]; str_format(aBuf, sizeof(aBuf), "%d,%d", ConvertX(Rect.w), ConvertY(Rect.h)); TextRender()->Text(0, Rect.x+3.0f, Rect.y+3.0f, 15.0f*m_pEditor->m_WorldZoom, aBuf, -1); } int CLayerTiles::BrushGrab(CLayerGroup *pBrush, CUIRect Rect) { RECTi r; Convert(Rect, &r); Clamp(&r); if(!r.w || !r.h) return 0; // create new layers CLayerTiles *pGrabbed = new CLayerTiles(r.w, r.h); pGrabbed->m_pEditor = m_pEditor; pGrabbed->m_TexID = m_TexID; pGrabbed->m_Image = m_Image; pGrabbed->m_Game = m_Game; pBrush->AddLayer(pGrabbed); // copy the tiles for(int y = 0; y < r.h; y++) for(int x = 0; x < r.w; x++) pGrabbed->m_pTiles[y*pGrabbed->m_Width+x] = m_pTiles[(r.y+y)*m_Width+(r.x+x)]; return 1; } void CLayerTiles::FillSelection(bool Empty, CLayer *pBrush, CUIRect Rect) { if(m_Readonly) return; int sx = ConvertX(Rect.x); int sy = ConvertY(Rect.y); int w = ConvertX(Rect.w); int h = ConvertY(Rect.h); CLayerTiles *pLt = static_cast(pBrush); for(int y = 0; y <= h; y++) { for(int x = 0; x <= w; x++) { int fx = x+sx; int fy = y+sy; if(fx < 0 || fx >= m_Width || fy < 0 || fy >= m_Height) continue; if(Empty) m_pTiles[fy*m_Width+fx].m_Index = 1; else m_pTiles[fy*m_Width+fx] = pLt->m_pTiles[(y*pLt->m_Width + x%pLt->m_Width) % (pLt->m_Width*pLt->m_Height)]; } } } void CLayerTiles::BrushDraw(CLayer *pBrush, float wx, float wy) { if(m_Readonly) return; // CLayerTiles *l = (CLayerTiles *)pBrush; int sx = ConvertX(wx); int sy = ConvertY(wy); for(int y = 0; y < l->m_Height; y++) for(int x = 0; x < l->m_Width; x++) { int fx = x+sx; int fy = y+sy; if(fx<0 || fx >= m_Width || fy < 0 || fy >= m_Height) continue; m_pTiles[fy*m_Width+fx] = l->m_pTiles[y*l->m_Width+x]; } } void CLayerTiles::BrushFlipX() { for(int y = 0; y < m_Height; y++) for(int x = 0; x < m_Width/2; x++) { CTile Tmp = m_pTiles[y*m_Width+x]; m_pTiles[y*m_Width+x] = m_pTiles[y*m_Width+m_Width-1-x]; m_pTiles[y*m_Width+m_Width-1-x] = Tmp; } if(!m_Game) for(int y = 0; y < m_Height; y++) for(int x = 0; x < m_Width; x++) m_pTiles[y*m_Width+x].m_Flags ^= m_pTiles[y*m_Width+x].m_Flags&TILEFLAG_ROTATE ? TILEFLAG_HFLIP : TILEFLAG_VFLIP; } void CLayerTiles::BrushFlipY() { for(int y = 0; y < m_Height/2; y++) for(int x = 0; x < m_Width; x++) { CTile Tmp = m_pTiles[y*m_Width+x]; m_pTiles[y*m_Width+x] = m_pTiles[(m_Height-1-y)*m_Width+x]; m_pTiles[(m_Height-1-y)*m_Width+x] = Tmp; } if(!m_Game) for(int y = 0; y < m_Height; y++) for(int x = 0; x < m_Width; x++) m_pTiles[y*m_Width+x].m_Flags ^= m_pTiles[y*m_Width+x].m_Flags&TILEFLAG_ROTATE ? TILEFLAG_VFLIP : TILEFLAG_HFLIP; } void CLayerTiles::BrushRotate(float Amount) { int Rotation = (round(360.0f*Amount/(pi*2))/90)%4; // 0=0°, 1=90°, 2=180°, 3=270° if(Rotation < 0) Rotation +=4; if(Rotation == 1 || Rotation == 3) { // 90° rotation CTile *pTempData = new CTile[m_Width*m_Height]; mem_copy(pTempData, m_pTiles, m_Width*m_Height*sizeof(CTile)); CTile *pDst = m_pTiles; for(int x = 0; x < m_Width; ++x) for(int y = m_Height-1; y >= 0; --y, ++pDst) { *pDst = pTempData[y*m_Width+x]; if(!m_Game) { if(pDst->m_Flags&TILEFLAG_ROTATE) pDst->m_Flags ^= (TILEFLAG_HFLIP|TILEFLAG_VFLIP); pDst->m_Flags ^= TILEFLAG_ROTATE; } } int Temp = m_Width; m_Width = m_Height; m_Height = Temp; delete[] pTempData; } if(Rotation == 2 || Rotation == 3) { BrushFlipX(); BrushFlipY(); } } void CLayerTiles::Resize(int NewW, int NewH) { CTile *pNewData = new CTile[NewW*NewH]; mem_zero(pNewData, NewW*NewH*sizeof(CTile)); // copy old data for(int y = 0; y < min(NewH, m_Height); y++) mem_copy(&pNewData[y*NewW], &m_pTiles[y*m_Width], min(m_Width, NewW)*sizeof(CTile)); // replace old delete [] m_pTiles; m_pTiles = pNewData; m_Width = NewW; m_Height = NewH; } void CLayerTiles::Shift(int Direction) { switch(Direction) { case 1: { // left for(int y = 0; y < m_Height; ++y) mem_move(&m_pTiles[y*m_Width], &m_pTiles[y*m_Width+1], (m_Width-1)*sizeof(CTile)); } break; case 2: { // right for(int y = 0; y < m_Height; ++y) mem_move(&m_pTiles[y*m_Width+1], &m_pTiles[y*m_Width], (m_Width-1)*sizeof(CTile)); } break; case 4: { // up for(int y = 0; y < m_Height-1; ++y) mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y+1)*m_Width], m_Width*sizeof(CTile)); } break; case 8: { // down for(int y = m_Height-1; y > 0; --y) mem_copy(&m_pTiles[y*m_Width], &m_pTiles[(y-1)*m_Width], m_Width*sizeof(CTile)); } } } int CLayerTiles::RenderProperties(CUIRect *pToolBox) { CUIRect Button; pToolBox->HSplitBottom(12.0f, pToolBox, &Button); bool InGameGroup = !find_linear(m_pEditor->m_Map.m_pGameGroup->m_lLayers.all(), this).empty(); if(m_pEditor->m_Map.m_pGameLayer == this) InGameGroup = false; if(InGameGroup) { static int s_ColclButton = 0; if(m_pEditor->DoButton_Editor(&s_ColclButton, Localize("Game tiles"), 0, &Button, 0, Localize("Constructs game tiles from this layer"))) m_pEditor->PopupSelectGametileOpInvoke(m_pEditor->UI()->MouseX(), m_pEditor->UI()->MouseY()); int Result = m_pEditor->PopupSelectGameTileOpResult(); if(Result > -1) { CLayerTiles *gl = m_pEditor->m_Map.m_pGameLayer; int w = min(gl->m_Width, m_Width); int h = min(gl->m_Height, m_Height); for(int y = 0; y < h; y++) for(int x = 0; x < w; x++) if(gl->m_pTiles[y*gl->m_Width+x].m_Index >= TILE_AIR && gl->m_pTiles[y*gl->m_Width+x].m_Index <= TILE_NOHOOK) gl->m_pTiles[y*gl->m_Width+x].m_Index = m_pTiles[y*m_Width+x].m_Index?TILE_AIR+Result:TILE_AIR; return 1; } } enum { PROP_WIDTH=0, PROP_HEIGHT, PROP_SHIFT, PROP_IMAGE, PROP_COLOR, NUM_PROPS, }; int Color = 0; Color |= m_Color.r<<24; Color |= m_Color.g<<16; Color |= m_Color.b<<8; Color |= m_Color.a; CProperty aProps[] = { {Localize("Width"), m_Width, PROPTYPE_INT_SCROLL, 1, 1000000000}, {Localize("Height"), m_Height, PROPTYPE_INT_SCROLL, 1, 1000000000}, {Localize("Shift"), 0, PROPTYPE_SHIFT, 0, 0}, {Localize("Image"), m_Image, PROPTYPE_IMAGE, 0, 0}, {Localize("Color"), Color, PROPTYPE_COLOR, 0, 0}, {0}, }; if(m_pEditor->m_Map.m_pGameLayer == this) // remove the image and color properties if this is the game layer { aProps[3].m_pName = 0; aProps[4].m_pName = 0; } static int s_aIds[NUM_PROPS] = {0}; int NewVal = 0; int Prop = m_pEditor->DoProperties(pToolBox, aProps, s_aIds, &NewVal); if(Prop == PROP_WIDTH && NewVal > 1) Resize(NewVal, m_Height); else if(Prop == PROP_HEIGHT && NewVal > 1) Resize(m_Width, NewVal); else if(Prop == PROP_SHIFT) Shift(NewVal); else if(Prop == PROP_IMAGE) { if (NewVal == -1) { m_TexID = -1; m_Image = -1; } else m_Image = NewVal%m_pEditor->m_Map.m_lImages.size(); } else if(Prop == PROP_COLOR) { m_Color.r = (NewVal>>24)&0xff; m_Color.g = (NewVal>>16)&0xff; m_Color.b = (NewVal>>8)&0xff; m_Color.a = NewVal&0xff; } return 0; } void CLayerTiles::ModifyImageIndex(INDEX_MODIFY_FUNC Func) { Func(&m_Image); } void CLayerTiles::ModifyEnvelopeIndex(INDEX_MODIFY_FUNC Func) { }