ddnet/src/game/editor/ed_layer_tiles.cpp

266 lines
5.6 KiB
C++

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