235 lines
6.6 KiB
C
235 lines
6.6 KiB
C
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#include "engine.h"
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#include "tilemap.h"
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#include "corelib/input.h"
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#include "corelib/render.h"
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#include "corelib/assets.h"
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#include "corelib/layers.h"
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#include "SDL2/SDL_mouse.h"
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#include "SDL2/SDL_scancode.h"
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#include "ui.h"
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int cursor_tile = 1;
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int dragging = 0;
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int drawing = 0;
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sprite_t cursor;
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spritesheet_t world_sheet;
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tileset_t tileset;
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tilemap_t tilemap = {
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.width = 0,.height = 0,
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.x=0,.y=0
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};
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void on_save_key(int down) {
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if(down) save_tilemap(&tilemap, "tilemap.csv");
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}
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void on_load_key(int down) {
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if(down) load_tilemap(&tilemap, "tilemap.csv");
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}
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void on_clear_key(int down) {
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if(down) {
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for(int i = 0; i < tilemap.height * tilemap.width; ++i) {
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tilemap.tiles[i] = 0;
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}
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}
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}
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void on_cycle_tile(int axis) {
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cursor_tile += axis;
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if(cursor_tile <= 0) {
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cursor_tile = 1;
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}
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int size = tileset.size;
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if(cursor_tile >= size) {
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cursor_tile = size-1;
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}
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if(tileset.size >= cursor_tile && 0 < cursor_tile) {
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cursor = tileset.set[cursor_tile-1].sprite;
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}
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}
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void on_quit_key(int down) {
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if(down) {
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g_context.running = 0;
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}
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}
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void on_click(int down) {
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drawing = down;
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}
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void on_erase(int down) {
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drawing = -down;
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}
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void on_drag_world(float dx, float dy) {
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if(dragging) {
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g_active_view.x -= dx * g_active_view.width;
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g_active_view.y -= dy * g_active_view.width;
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}
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}
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void on_middle_mouse(int down) {
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dragging = down;
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}
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void on_debug_frame(int down) {
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if(down) {
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d_debug_next_frame = 1;
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}
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}
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void on_button_zoom(int axis) {
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if(axis != 0) {
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g_active_view.width += axis;
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}
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}
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void on_scroll_zoom(float delta) {
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g_active_view.width -= delta * 0.5f;
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}
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void load_game() {
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style.button.button = style.button.active = make_nineslice("button.png", 126, 0.01);
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world_sheet = make_spritesheet("tileset.png", 189, 189);
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tileset.set = (tile_t*)calloc(21, sizeof(tile_t));
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tileset.size = 21;
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tileset.set[0] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 0),.walkable=0};
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tileset.set[1] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 1),.walkable=0};
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tileset.set[2] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 2),.walkable=0};
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tileset.set[3] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 10),.walkable=0};
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tileset.set[4] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 11),.walkable=0};
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tileset.set[5] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 12),.walkable=0};
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tileset.set[6] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 20),.walkable=0};
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tileset.set[7] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 21),.walkable=0};
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tileset.set[8] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 22),.walkable=0};
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tileset.set[9] = (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 30),.walkable=1};
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tileset.set[10]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 31),.walkable=1};
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tileset.set[11]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 32),.walkable=1};
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tileset.set[12]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 3),.walkable=1};
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tileset.set[13]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 4),.walkable=1};
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tileset.set[14]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 5),.walkable=1};
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tileset.set[15]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 13),.walkable=1};
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tileset.set[16]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 14),.walkable=1};
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tileset.set[17]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 15),.walkable=1};
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tileset.set[18]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 23),.walkable=1};
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tileset.set[19]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 24),.walkable=1};
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tileset.set[20]= (tile_t){.sprite=sprite_from_spritesheet(&world_sheet, 25),.walkable=1};
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// register calloc'd array to be deleted with free(...)
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add_arbitrary_asset(tileset.set, &free);
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tilemap.width = tilemap.height = 128;
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on_cycle_tile(0);
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input_init();
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_W, &on_save_key);
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_R, &on_load_key);
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_C, &on_clear_key);
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_Q, &on_quit_key);
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add_key_listener(SDL_SCANCODE_A, SDL_SCANCODE_D, &on_cycle_tile);
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add_key_listener(SDL_SCANCODE_UNKNOWN, SDL_SCANCODE_TAB, &on_debug_frame);
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add_key_listener(SDL_SCANCODE_MINUS, SDL_SCANCODE_EQUALS, &on_button_zoom);
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add_mouse_button_listener(SDL_BUTTON_LMASK, &on_click);
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add_mouse_button_listener(SDL_BUTTON_RMASK, &on_erase);
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add_mouse_button_listener(SDL_BUTTON_MMASK, &on_middle_mouse);
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add_mouse_listener(&on_drag_world);
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add_scroll_listener(&on_scroll_zoom);
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}
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void start_game() {
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g_active_view.width = 21;
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on_clear_key(1);
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}
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void update_game() {
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if(drawing == 1) {
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drawing = 2;
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}
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float fx, fy;
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mouse_world_position(&fx, &fy);
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cursor.x = floor(fx); cursor.y = floor(fy);
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if(drawing) {
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int x, y;
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x = floorf(fx);
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y = floorf(fy);
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if(x >= 0 && y >= 0 && x < tilemap.width && y < tilemap.height) {
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if(drawing > 0) {
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set_tile(&tilemap, x, y, cursor_tile);
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} else {
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set_tile(&tilemap, x, y, 0);
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}
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}
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}
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rectshape_t world_outline = {
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tilemap.x, tilemap.y, (float)tilemap.width, (float)tilemap.height,
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0.01f, RLAYER_TILEMAP-1, {0,0,0,0}, {255, 255, 255, 255}
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};
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rectshape_t cursor_outline = {
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cursor.x, cursor.y, 1.0f, 1.0f, 0.01f, RLAYER_SPRITES-1,
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{0, 0, 0, 0}, {255, 255, 255, 255}
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};
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draw_rect(&world_outline);
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draw_rect(&cursor_outline);
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draw_sprite(&cursor);
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draw_tilemap(&tilemap, &tileset);
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}
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void update_ui() {
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update_input();
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nineslice_t sliced = style.button.active;
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sliced.rect = (SDL_FRect){0, 0, 0.1, 0.1};
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sliced.depth = RLAYER_UI - 20;
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draw_sliced(&sliced);
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const int offset_selected = cursor_tile - 1;
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rectshape_t selected_tile_rect = (rectshape_t) {
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offset_selected * 0.015f, 0.f, 0.015f, 0.015f, 0.001f, RLAYER_UI-10,
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{0,0,0,0}, {255, 255, 255, 255}
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};
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draw_rect(&selected_tile_rect);
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rectshape_t shape = (rectshape_t) {
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0.0f, 0.0f, 1.f, 0.015f, 0, RLAYER_UI,
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{100,100,100,255}, {0,0,0,0}
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};
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draw_rect(&shape);
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float mx, my;
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mouse_screen_position(&mx, &my);
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for(int i = 0; i < tileset.size; ++i) {
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// make a copy of the reference sprite and adjust it to fit the ui
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sprite_t sprite = tileset.set[i].sprite;
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sprite.depth = RLAYER_UI-5;
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sprite.x = i * 0.015f; sprite.y = 0;
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sprite.sx = 0.015f; sprite.sy = 0.015f;
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float amx=mx-sprite.x, amy=my-sprite.y;
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draw_sprite(&sprite);
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// allow user to select tiles with mouse
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if(amx >= 0 && amy >= 0 && amx < sprite.sx && amy < sprite.sy) {
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if(drawing == 1) {
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drawing = 0;
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cursor_tile = i+1;
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on_cycle_tile(0);
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}
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}
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}
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}
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void game_exit() {}
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