#include #include "ed_editor.hpp" // popup menu handling static struct { RECT rect; void *id; int (*func)(RECT rect); int is_menu; void *extra; } ui_popups[8]; static int ui_num_popups = 0; void ui_invoke_popup_menu(void *id, int flags, float x, float y, float w, float h, int (*func)(RECT rect), void *extra) { dbg_msg("", "invoked"); ui_popups[ui_num_popups].id = id; ui_popups[ui_num_popups].is_menu = flags; ui_popups[ui_num_popups].rect.x = x; ui_popups[ui_num_popups].rect.y = y; ui_popups[ui_num_popups].rect.w = w; ui_popups[ui_num_popups].rect.h = h; ui_popups[ui_num_popups].func = func; ui_popups[ui_num_popups].extra = extra; ui_num_popups++; } void ui_do_popup_menu() { for(int i = 0; i < ui_num_popups; i++) { bool inside = ui_mouse_inside(&ui_popups[i].rect); ui_set_hot_item(&ui_popups[i].id); if(ui_active_item() == &ui_popups[i].id) { if(!ui_mouse_button(0)) { if(!inside) ui_num_popups--; ui_set_active_item(0); } } else if(ui_hot_item() == &ui_popups[i].id) { if(ui_mouse_button(0)) ui_set_active_item(&ui_popups[i].id); } int corners = CORNER_ALL; if(ui_popups[i].is_menu) corners = CORNER_R|CORNER_B; RECT r = ui_popups[i].rect; ui_draw_rect(&r, vec4(0.5f,0.5f,0.5f,0.75f), corners, 3.0f); ui_margin(&r, 1.0f, &r); ui_draw_rect(&r, vec4(0,0,0,0.75f), corners, 3.0f); ui_margin(&r, 4.0f, &r); if(ui_popups[i].func(r)) ui_num_popups--; if(inp_key_down(KEY_ESC)) ui_num_popups--; } } int popup_group(RECT view) { // remove group button RECT button; ui_hsplit_b(&view, 12.0f, &view, &button); static int delete_button = 0; // don't allow deletion of game group if(editor.game_group != editor.get_selected_group() && do_editor_button(&delete_button, "Delete Group", 0, &button, draw_editor_button, 0, "Delete group")) { editor.map.delete_group(editor.selected_group); return 1; } // new tile layer ui_hsplit_b(&view, 10.0f, &view, &button); ui_hsplit_b(&view, 12.0f, &view, &button); static int new_quad_layer_button = 0; if(do_editor_button(&new_quad_layer_button, "Add Quads Layer", 0, &button, draw_editor_button, 0, "Creates a new quad layer")) { LAYER *l = new LAYER_QUADS; editor.map.groups[editor.selected_group]->add_layer(l); editor.selected_layer = editor.map.groups[editor.selected_group]->layers.len()-1; return 1; } // new quad layer ui_hsplit_b(&view, 5.0f, &view, &button); ui_hsplit_b(&view, 12.0f, &view, &button); static int new_tile_layer_button = 0; if(do_editor_button(&new_tile_layer_button, "Add Tile Layer", 0, &button, draw_editor_button, 0, "Creates a new tile layer")) { LAYER *l = new LAYER_TILES(50, 50); editor.map.groups[editor.selected_group]->add_layer(l); editor.selected_layer = editor.map.groups[editor.selected_group]->layers.len()-1; return 1; } enum { PROP_ORDER=0, PROP_POS_X, PROP_POS_Y, PROP_PARA_X, PROP_PARA_Y, NUM_PROPS, }; PROPERTY props[] = { {"Order", editor.selected_group, PROPTYPE_INT_STEP, 0, editor.map.groups.len()-1}, {"Pos X", -editor.map.groups[editor.selected_group]->offset_x, PROPTYPE_INT_SCROLL, -1000000, 1000000}, {"Pos Y", -editor.map.groups[editor.selected_group]->offset_y, PROPTYPE_INT_SCROLL, -1000000, 1000000}, {"Para X", editor.map.groups[editor.selected_group]->parallax_x, PROPTYPE_INT_SCROLL, -1000000, 1000000}, {"Para Y", editor.map.groups[editor.selected_group]->parallax_y, PROPTYPE_INT_SCROLL, -1000000, 1000000}, {0}, }; static int ids[NUM_PROPS] = {0}; int new_val = 0; // cut the properties that isn't needed if(editor.get_selected_group()->game_group) props[PROP_POS_X].name = 0; int prop = editor.do_properties(&view, props, ids, &new_val); if(prop == PROP_ORDER) editor.selected_group = editor.map.swap_groups(editor.selected_group, new_val); // these can not be changed on the game group if(!editor.get_selected_group()->game_group) { if(prop == PROP_PARA_X) editor.map.groups[editor.selected_group]->parallax_x = new_val; else if(prop == PROP_PARA_Y) editor.map.groups[editor.selected_group]->parallax_y = new_val; else if(prop == PROP_POS_X) editor.map.groups[editor.selected_group]->offset_x = -new_val; else if(prop == PROP_POS_Y) editor.map.groups[editor.selected_group]->offset_y = -new_val; } return 0; } int popup_layer(RECT view) { // remove layer button RECT button; ui_hsplit_b(&view, 12.0f, &view, &button); static int delete_button = 0; // don't allow deletion of game layer if(editor.game_layer != editor.get_selected_layer(0) && do_editor_button(&delete_button, "Delete Layer", 0, &button, draw_editor_button, 0, "Deletes the layer")) { editor.map.groups[editor.selected_group]->delete_layer(editor.selected_layer); return 1; } ui_hsplit_b(&view, 10.0f, &view, 0); LAYERGROUP *current_group = editor.map.groups[editor.selected_group]; LAYER *current_layer = editor.get_selected_layer(0); enum { PROP_GROUP=0, PROP_ORDER, NUM_PROPS, }; PROPERTY props[] = { {"Group", editor.selected_group, PROPTYPE_INT_STEP, 0, editor.map.groups.len()-1}, {"Order", editor.selected_layer, PROPTYPE_INT_STEP, 0, current_group->layers.len()}, {0}, }; static int ids[NUM_PROPS] = {0}; int new_val = 0; int prop = editor.do_properties(&view, props, ids, &new_val); if(prop == PROP_ORDER) editor.selected_layer = current_group->swap_layers(editor.selected_layer, new_val); else if(prop == PROP_GROUP && current_layer->type != LAYERTYPE_GAME) { if(new_val >= 0 && new_val < editor.map.groups.len()) { current_group->layers.remove(current_layer); editor.map.groups[new_val]->layers.add(current_layer); editor.selected_group = new_val; editor.selected_layer = editor.map.groups[new_val]->layers.len()-1; } } return current_layer->render_properties(&view); } int popup_quad(RECT view) { QUAD *quad = editor.get_selected_quad(); RECT button; ui_hsplit_b(&view, 12.0f, &view, &button); static int sq_button = 0; if(do_editor_button(&sq_button, "Square", 0, &button, draw_editor_button, 0, "Squares the current quad")) { int top = quad->points[0].y; int left = quad->points[0].x; int bottom = quad->points[0].y; int right = quad->points[0].x; for(int k = 1; k < 4; k++) { if(quad->points[k].y < top) top = quad->points[k].y; if(quad->points[k].x < left) left = quad->points[k].x; if(quad->points[k].y > bottom) bottom = quad->points[k].y; if(quad->points[k].x > right) right = quad->points[k].x; } quad->points[0].x = left; quad->points[0].y = top; quad->points[1].x = right; quad->points[1].y = top; quad->points[2].x = left; quad->points[2].y = bottom; quad->points[3].x = right; quad->points[3].y = bottom; return 1; } //ui_vsplit_b(&toolbar, 2.0f, &button, &toolbar); enum { PROP_POS_ENV=0, PROP_POS_ENV_OFFSET, PROP_COLOR_ENV, PROP_COLOR_ENV_OFFSET, NUM_PROPS, }; PROPERTY props[] = { {"Pos. Env", quad->pos_env, PROPTYPE_INT_STEP, -1, editor.map.envelopes.len()}, {"Pos. TO", quad->pos_env_offset, PROPTYPE_INT_SCROLL, -1000000, 1000000}, {"Color Env", quad->color_env, PROPTYPE_INT_STEP, -1, editor.map.envelopes.len()}, {"Color TO", quad->color_env_offset, PROPTYPE_INT_SCROLL, -1000000, 1000000}, {0}, }; static int ids[NUM_PROPS] = {0}; int new_val = 0; int prop = editor.do_properties(&view, props, ids, &new_val); if(prop == PROP_POS_ENV) quad->pos_env = new_val; if(prop == PROP_POS_ENV_OFFSET) quad->pos_env_offset = new_val; if(prop == PROP_COLOR_ENV) quad->color_env = new_val; if(prop == PROP_COLOR_ENV_OFFSET) quad->color_env_offset = new_val; return 0; } int popup_point(RECT view) { QUAD *quad = editor.get_selected_quad(); enum { PROP_COLOR=0, NUM_PROPS, }; int color = 0; for(int v = 0; v < 4; v++) { if(editor.selected_points&(1<colors[v].r<<24; color |= quad->colors[v].g<<16; color |= quad->colors[v].b<<8; color |= quad->colors[v].a; } } PROPERTY props[] = { {"Color", color, PROPTYPE_COLOR, -1, editor.map.envelopes.len()}, {0}, }; static int ids[NUM_PROPS] = {0}; int new_val = 0; int prop = editor.do_properties(&view, props, ids, &new_val); if(prop == PROP_COLOR) { for(int v = 0; v < 4; v++) { if(editor.selected_points&(1<colors[v].r = (new_val>>24)&0xff; quad->colors[v].g = (new_val>>16)&0xff; quad->colors[v].b = (new_val>>8)&0xff; quad->colors[v].a = new_val&0xff; } } } return 0; } static int select_image_selected = -100; static int select_image_current = -100; int popup_select_image(RECT view) { RECT buttonbar, imageview; ui_vsplit_l(&view, 80.0f, &buttonbar, &view); ui_margin(&view, 10.0f, &imageview); int show_image = select_image_current; for(int i = -1; i < editor.map.images.len(); i++) { RECT button; ui_hsplit_t(&buttonbar, 12.0f, &button, &buttonbar); ui_hsplit_t(&buttonbar, 2.0f, 0, &buttonbar); if(ui_mouse_inside(&button)) show_image = i; if(i == -1) { if(do_editor_button(&editor.map.images[i], "None", i==select_image_current, &button, draw_editor_button_menuitem, 0, 0)) select_image_selected = -1; } else { if(do_editor_button(&editor.map.images[i], editor.map.images[i]->name, i==select_image_current, &button, draw_editor_button_menuitem, 0, 0)) select_image_selected = i; } } if(show_image >= 0 && show_image < editor.map.images.len()) gfx_texture_set(editor.map.images[show_image]->tex_id); else gfx_texture_set(-1); gfx_quads_begin(); gfx_quads_drawTL(imageview.x, imageview.y, imageview.w, imageview.h); gfx_quads_end(); return 0; } void popup_select_image_invoke(int current, float x, float y) { static int select_image_popup_id = 0; select_image_selected = -100; select_image_current = current; ui_invoke_popup_menu(&select_image_popup_id, 0, x, y, 400, 300, popup_select_image); } int popup_select_image_result() { if(select_image_selected == -100) return -100; select_image_current = select_image_selected; select_image_selected = -100; return select_image_current; }