ddnet/src/game/editor/ed_layer_quads.cpp
2008-01-19 23:43:51 +00:00

219 lines
4.2 KiB
C++

#include "ed_editor.hpp"
#include <game/g_math.h>
#include <game/generated/gc_data.h>
#include <game/client/gc_render.h>
LAYER_QUADS::LAYER_QUADS()
{
type = LAYERTYPE_QUADS;
type_name = "Quads";
image = -1;
}
LAYER_QUADS::~LAYER_QUADS()
{
}
static void envelope_eval(float time_offset, int env, float *channels)
{
if(env < 0 || env > editor.map.envelopes.len())
{
channels[0] = 0;
channels[1] = 0;
channels[2] = 0;
channels[3] = 0;
return;
}
ENVELOPE *e = editor.map.envelopes[env];
float t = editor.animate_time+time_offset;
e->eval(t, channels);
}
void LAYER_QUADS::render()
{
gfx_texture_set(-1);
if(image >= 0 && image < editor.map.images.len())
gfx_texture_set(editor.map.images[image]->tex_id);
render_quads(quads.getptr(), quads.len(), envelope_eval);
}
QUAD *LAYER_QUADS::new_quad()
{
QUAD *q = &quads[quads.add(QUAD())];
q->pos_env = -1;
q->color_env = -1;
q->pos_env_offset = 0;
q->color_env_offset = 0;
int x = 0, y = 0;
q->points[0].x = x;
q->points[0].y = y;
q->points[1].x = x+64;
q->points[1].y = y;
q->points[2].x = x;
q->points[2].y = y+64;
q->points[3].x = x+64;
q->points[3].y = y+64;
q->points[4].x = x+32; // pivot
q->points[4].y = y+32;
for(int i = 0; i < 5; i++)
{
q->points[i].x <<= 10;
q->points[i].y <<= 10;
}
q->texcoords[0].x = 0;
q->texcoords[0].y = 0;
q->texcoords[1].x = 1<<10;
q->texcoords[1].y = 0;
q->texcoords[2].x = 0;
q->texcoords[2].y = 1<<10;
q->texcoords[3].x = 1<<10;
q->texcoords[3].y = 1<<10;
q->colors[0].r = 255; q->colors[0].g = 255; q->colors[0].b = 255; q->colors[0].a = 255;
q->colors[1].r = 255; q->colors[1].g = 255; q->colors[1].b = 255; q->colors[1].a = 255;
q->colors[2].r = 255; q->colors[2].g = 255; q->colors[2].b = 255; q->colors[2].a = 255;
q->colors[3].r = 255; q->colors[3].g = 255; q->colors[3].b = 255; q->colors[3].a = 255;
return q;
}
void LAYER_QUADS::brush_selecting(RECT rect)
{
// draw selection rectangle
gfx_texture_set(-1);
gfx_lines_begin();
gfx_lines_draw(rect.x, rect.y, rect.x+rect.w, rect.y);
gfx_lines_draw(rect.x+rect.w, rect.y, rect.x+rect.w, rect.y+rect.h);
gfx_lines_draw(rect.x+rect.w, rect.y+rect.h, rect.x, rect.y+rect.h);
gfx_lines_draw(rect.x, rect.y+rect.h, rect.x, rect.y);
gfx_lines_end();
}
int LAYER_QUADS::brush_grab(LAYERGROUP *brush, RECT rect)
{
// create new layers
LAYER_QUADS *grabbed = new LAYER_QUADS();
grabbed->image = image;
brush->add_layer(grabbed);
//dbg_msg("", "%f %f %f %f", rect.x, rect.y, rect.w, rect.h);
for(int i = 0; i < quads.len(); i++)
{
QUAD *q = &quads[i];
float px = fx2f(q->points[4].x);
float py = fx2f(q->points[4].y);
if(px > rect.x && px < rect.x+rect.w && py > rect.y && py < rect.y+rect.h)
{
dbg_msg("", "grabbed one");
QUAD n;
n = *q;
for(int p = 0; p < 5; p++)
{
n.points[p].x -= f2fx(rect.x);
n.points[p].y -= f2fx(rect.y);
}
grabbed->quads.add(n);
}
}
return grabbed->quads.len()?1:0;
}
void LAYER_QUADS::brush_place(LAYER *brush, float wx, float wy)
{
LAYER_QUADS *l = (LAYER_QUADS *)brush;
for(int i = 0; i < l->quads.len(); i++)
{
QUAD n = l->quads[i];
for(int p = 0; p < 5; p++)
{
n.points[p].x += f2fx(wx);
n.points[p].y += f2fx(wy);
}
quads.add(n);
}
}
void LAYER_QUADS::brush_flip_x()
{
}
void LAYER_QUADS::brush_flip_y()
{
}
void LAYER_QUADS::get_size(float *w, float *h)
{
*w = 0; *h = 0;
for(int i = 0; i < quads.len(); i++)
{
for(int p = 0; p < 5; p++)
{
*w = max(*w, fx2f(quads[i].points[p].x));
*h = max(*h, fx2f(quads[i].points[p].y));
}
}
}
extern int selected_points;
int LAYER_QUADS::render_properties(RECT *toolbox)
{
// layer props
enum
{
PROP_IMAGE=0,
NUM_PROPS,
};
PROPERTY props[] = {
{"Image", image, PROPTYPE_IMAGE, -1, 0},
{0},
};
static int ids[NUM_PROPS] = {0};
int new_val = 0;
int prop = editor.do_properties(toolbox, props, ids, &new_val);
if(prop == PROP_IMAGE)
{
if(new_val >= 0)
image = new_val%editor.map.images.len();
else
image = -1;
}
return 0;
}
void LAYER_QUADS::modify_image_index(index_modify_func func)
{
func(&image);
}
void LAYER_QUADS::modify_envelope_index(index_modify_func func)
{
for(int i = 0; i < quads.len(); i++)
{
func(&quads[i].pos_env);
func(&quads[i].color_env);
}
}