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game/mario/editor.cpp
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#include "../sdlpp/sdlpp.hpp"
#include "sprites.hpp"
#ifdef _WIN32
#include "../sdlpp/SDL2/SDL2_framerate.h"
#include <ctime>
#include <string>
#include <windows.h>
#else
#include <SDL2/SDL2_framerate.h>
#endif // UNIX
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#include <array>
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#include <thread>
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#include <mutex>
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#include "global_vars.hpp"
#include "objectids.hpp"
#include "blocks.hpp"
#include "maploader.hpp"
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#include "../sdlpp/sdlpp_mouse.hpp"
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#include "edit_box.hpp"
#include "editor_visitor.hpp"
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#include "tool_box.hpp"
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struct MouseInfo {
enum Index {
CUR_FLAGS = 0,
PREV_FLAGS = 1,
EDIT_BOX = 2,
TOOL_BOX = 3,
};
};
std::shared_ptr< SDLPP::Renderer > g_renderer = nullptr;
bool g_quit = false;
bool g_update_size = false;
std::vector<mapColumnType> g_objects = {};
std::mutex g_destruction_mutex;
// current mouse flags, previous mouse flags, selected edit box, selected tool box
std::tuple<uint64_t, uint64_t, SDLPP::Vec2D<int>, SDLPP::Vec2D<int>> g_mouse_info;
int g_current_start_index = 0;
int g_current_max_index = 0;
uint64_t g_current_block = 0;
std::vector<std::shared_ptr<SDLPP::RenderObject>> g_tools{};
std::shared_ptr<SDLPP::RenderObject> g_current_tool = nullptr;
int g_current_tool_index = 0;
int g_max_tool_index = 0;
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std::shared_ptr<SDLPP::Texture> g_placeholder_texture = nullptr;
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std::shared_ptr<SDLPP::Texture> g_placeholder_mario = nullptr;
std::shared_ptr<SDLPP::RenderObject> g_mario = nullptr;
SDLPP::Vec2D<int> g_mario_pos = {0,0};
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enum LandType::Value g_current_world_type = LandType::OVERWORLD;
void updateTool() {
auto tool_role = getBlockRole(possibleBlocks[g_current_block]);
std::shared_ptr<SDLPP::Texture> target_texture = nullptr;
switch(tool_role) {
case BlockRole::TERRAIN:
target_texture = g_placeholder_texture;
break;
case BlockRole::MARIO:
target_texture = g_placeholder_mario;
break;
case BlockRole::MODIFIER:
break;
case BlockRole::CHARACTER:
break;
}
g_current_tool->setTexture(target_texture, getSourceRectByID(possibleBlocks[g_current_block], g_current_world_type));
g_current_tool->setId(possibleBlocks[g_current_block]);
g_current_tool->getCollisions()[0]->setId(possibleBlocks[g_current_block]);
}
void removeMario() {
if(!g_mario)
return;
auto prev = g_objects[g_mario_pos.getX()][g_mario_pos.getY()];
// remove character/modifiers
g_objects[g_mario_pos.getX()][g_mario_pos.getY()] = {std::get<0>(prev), std::get<1>(prev), 0, 0, 0, 0};
g_mario->destroy();
}
void updateToolSelection(int prev_index) {
size_t prev = prev_index * 8;
size_t cur = g_current_tool_index * 8;
for(size_t i = prev; i < (g_tools.size() < prev + 8 ? g_tools.size() : prev + 8); i++) {
g_tools[i]->setHidden(true);
}
for(size_t i = cur; i < (g_tools.size() < cur + 8 ? g_tools.size() : cur + 8); i++) {
g_tools[i]->setHidden(false);
}
}
void moveToolsLeft() {
g_current_tool_index--;
updateToolSelection(g_current_tool_index + 1);
}
void moveToolsRight() {
g_current_tool_index++;
updateToolSelection(g_current_tool_index - 1);
}
// TODO add red outline to currently selected tool
// add WSAD navigation for the red highlight
void selectPrevTool() {
if(g_current_block == 0)
return;
if(g_current_block % 8 == 0) {
moveToolsLeft();
}
g_current_block--;
updateTool();
}
void selectNextTool() {
if(g_current_block == g_tools.size() - 1)
return;
if(g_current_block % 8 == 7) {
moveToolsRight();
}
g_current_block++;
updateTool();
}
void handleKeyUp( SDL_Keycode key, SDLPP::Scene &scene ) {
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switch ( key ) {
case SDLK_ESCAPE:
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g_quit = true;
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break;
case SDLK_a:
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selectPrevTool();
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break;
case SDLK_d:
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selectNextTool();
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break;
case SDLK_r:
scene.getRenderer().setRenderColiders(
!scene.getRenderer().getRenderColiders() );
default:
break;
}
}
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void getMousePositionFlags(SDLPP::Scene &scene) {
auto mouse = scene.getObjects({EDITOR_MOUSE_ID})[0];
// move mouse colider to mouse position
mouse->setPos(SDLPP::Mouse::getMousePositionDouble(scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER));
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MouseVisitor visitor;
scene.visitCollisions(*mouse, visitor);
std::get<MouseInfo::CUR_FLAGS>(g_mouse_info) = visitor.getFlags();
std::get<MouseInfo::EDIT_BOX>(g_mouse_info) = visitor.getEditBoxIndexes();
std::get<MouseInfo::TOOL_BOX>(g_mouse_info) = visitor.getToolBoxIndexes();
// if we found an edit box, move tool icon to that box
if(visitor.foundEditBox()) {
const auto &box = std::get<MouseInfo::EDIT_BOX>(g_mouse_info);
g_current_tool->setPos(BLOCK_SIZE + box.getX() * BLOCK_SIZE, 4*BLOCK_SIZE + box.getY() * BLOCK_SIZE);
}
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}
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void mouseUpAction(uint64_t flags, SDLPP::Scene &scene) {
if(MouseVisitor::moveMapLeft(flags) && g_current_start_index != 0) {
g_current_start_index -= 1;
scene.moveEverything(BLOCK_SIZE, 0);
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}
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if(MouseVisitor::moveMapRight(flags)) {
if(g_current_start_index == g_current_max_index) {
// add column
// TODO 18 as constant
g_objects.resize(g_current_max_index + 18 + 1);
g_current_max_index++;
}
g_current_start_index += 1;
scene.moveEverything(-BLOCK_SIZE,0);
}
if(MouseVisitor::moveToolsLeft(flags) && g_current_tool_index != 0) {
g_current_tool_index -= 1;
updateToolSelection(g_current_tool_index + 1);
}
if(MouseVisitor::moveToolsRight(flags) && g_current_tool_index != g_max_tool_index) {
g_current_tool_index += 1;
updateToolSelection(g_current_tool_index - 1);
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}
}
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SDLPP::Vec2D<int> getSelectedObjectPosition() {
return { g_current_start_index + std::get<MouseInfo::EDIT_BOX>(g_mouse_info).getX(), std::get<MouseInfo::EDIT_BOX>(g_mouse_info).getY() };
}
mapObjectType &getSelectedObject() {
auto pos = getSelectedObjectPosition();
return g_objects[pos.getX()][pos.getY()];
}
void placeTool(SDLPP::Scene &scene) {
std::lock_guard<std::mutex> lock(g_destruction_mutex);
ToolVisitor visitor;
auto tool_type = getBlockRole(g_current_tool->getId());
switch(tool_type) {
case BlockRole::TERRAIN:
visitor.setVisitorType(VisitorType::Terrain);
break;
default:
visitor.setVisitorType(VisitorType::Modifier);
break;
}
scene.visitCollisions(*g_current_tool, visitor);
if(visitor.removeBlock() && !visitor.addBlock()) {
auto &obj = getSelectedObject();
switch(visitor.getVisitorType()) {
case VisitorType::Terrain:
std::get<MapObject::TERRAIN_TYPE>(obj) = LandType::OVERWORLD;
std::get<MapObject::TERRAIN_ID>(obj) = 0;
break;
case VisitorType::Modifier:
std::get<MapObject::CHARACTER_TYPE>(obj) = 0;
std::get<MapObject::CHARACTER_ID>(obj) = 0;
std::get<MapObject::MODIFIER_TYPE>(obj) = 0;
std::get<MapObject::MODIFIER_DATA>(obj) = 0;
break;
default:
break;
}
} else if(visitor.addBlock()) {
auto &obj = getSelectedObject();
int z_index = 1;
std::shared_ptr<SDLPP::RenderObject> new_obj = nullptr;
switch(visitor.getVisitorType()) {
case VisitorType::Terrain:
std::get<MapObject::TERRAIN_TYPE>(obj) = LandType::OVERWORLD;
std::get<MapObject::TERRAIN_ID>(obj) = g_current_tool->getId();
// TODO why 1 +?
new_obj = createTerrainBlock(g_current_tool->getId(), LandType::OVERWORLD, g_renderer, 1 + std::get<MouseInfo::EDIT_BOX>(g_mouse_info).getX(), std::get<MouseInfo::EDIT_BOX>(g_mouse_info).getY(), true);
new_obj->getCollisions()[0]->setId(EDITOR_TERRAIN_ID);
break;
case VisitorType::Modifier:
// TODO check if modifier or character
std::get<MapObject::CHARACTER_TYPE>(obj) = LandType::OVERWORLD;
// TODO character ID
std::get<MapObject::CHARACTER_ID>(obj) = MARIO_ID;
std::get<MapObject::MODIFIER_TYPE>(obj) = 0;
std::get<MapObject::MODIFIER_DATA>(obj) = 0;
new_obj = createMario(LandType::OVERWORLD, g_renderer, 1 + std::get<MouseInfo::EDIT_BOX>(g_mouse_info).getX(), std::get<MouseInfo::EDIT_BOX>(g_mouse_info).getY());
// remove mario if exists
removeMario();
g_mario = new_obj;
g_mario_pos = getSelectedObjectPosition();
new_obj->getCollisions()[0]->setId(EDITOR_CHARACTER_ID);
z_index = scene.getObjects().size() - 1;
break;
default:
break;
}
scene.addObject(new_obj);
scene.setZIndex(new_obj, z_index);
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}
}
void pollEvents( SDLPP::Scene &scene ) {
SDL_Event event;
while ( SDLPP::getSDLEvent( event ) ) {
switch ( event.type ) {
case SDL_QUIT:
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g_quit = true;
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break;
case SDL_KEYUP:
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handleKeyUp( event.key.keysym.sym, scene );
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break;
case SDL_WINDOWEVENT:
if ( event.window.event == SDL_WINDOWEVENT_RESIZED ) {
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g_update_size = true;
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}
break;
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case SDL_MOUSEMOTION:
getMousePositionFlags(scene);
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break;
case SDL_MOUSEBUTTONUP:
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if(std::get<MouseInfo::CUR_FLAGS>(g_mouse_info) == std::get<MouseInfo::PREV_FLAGS>(g_mouse_info)) {
mouseUpAction(std::get<MouseInfo::CUR_FLAGS>(g_mouse_info), scene);
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}
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if(std::get<MouseInfo::EDIT_BOX>(g_mouse_info).getX() != -1) {
placeTool(scene);
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}
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if(std::get<MouseInfo::TOOL_BOX>(g_mouse_info).getX() != -1) {
auto &tool_box = std::get<MouseInfo::TOOL_BOX>(g_mouse_info);
size_t index = tool_box.getY() * 4 + tool_box.getX();
if(index < g_tools.size()) {
g_current_block = g_current_tool_index * 8 + index;
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updateTool();
}
}
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break;
case SDL_MOUSEBUTTONDOWN:
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// store current mouse flags in previous mouse flags
std::get<MouseInfo::PREV_FLAGS>(g_mouse_info) = std::get<MouseInfo::CUR_FLAGS>(g_mouse_info);
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break;
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default:
break;
}
}
}
void doInput( std::shared_ptr< SDLPP::Scene > scene ) {
FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 200 );
while ( true ) {
SDL_framerateDelay( &gFPS );
pollEvents( *scene );
scene->updateScene();
}
}
#ifdef _WIN32
int WINAPI wWinMain( HINSTANCE hInstance, HINSTANCE hPrevInstance,
PWSTR szCmdLine, int nCmdShow ) {
#else
int main() {
#endif
SDLPP::init();
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SDLPP::Window w( "Mario editor!" );
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w.setResizable( true );
BLOCK_SIZE = 1.0 / 20;
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g_renderer = std::make_shared< SDLPP::Renderer >( w );
g_renderer->setBlendMode( SDL_BLENDMODE_BLEND );
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// prepare global vars
g_terrain_texture = std::make_shared< SDLPP::Texture >(
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g_renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
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g_mario_texture = std::make_shared< SDLPP::Texture >(
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g_renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY );
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auto scene = std::make_shared< SDLPP::Scene >( g_renderer );
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auto bg = std::make_shared< SDLPP::RectangleRender >(
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0, 0, 10, 10, g_renderer, MARIO_OVERWORLD_COLORKEY, true );
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bg->setPermanent();
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bg->setId( 1 );
scene->addObject( bg );
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loadMap( scene, "test_binary.bin", g_renderer, g_objects );
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// grid
for ( int i = 1; i < 20; i++ ) {
auto line_vertical = std::make_shared< SDLPP::LineRenderer >(
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i * BLOCK_SIZE, 1 - 16 * BLOCK_SIZE, i * BLOCK_SIZE, 1.0, g_renderer, "#282828" );
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line_vertical->setPermanent();
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line_vertical->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
scene->addObject(line_vertical);
if(i > 2) {
auto line_horizontal = std::make_shared< SDLPP::LineRenderer >(
BLOCK_SIZE, ( i + 1 ) * BLOCK_SIZE, 19 * BLOCK_SIZE,
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( i + 1 ) * BLOCK_SIZE, g_renderer, "#282828" );
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line_horizontal->setPermanent();
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line_horizontal->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
scene->addObject(line_horizontal);
}
}
// white rectangles
auto rectangle1 = std::make_shared< SDLPP::RectangleRender >(
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0, 4 * BLOCK_SIZE, BLOCK_SIZE, 16 * BLOCK_SIZE, g_renderer, "#FFFFFF88", true);
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rectangle1->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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rectangle1->setId(EDITOR_LEFT_MAP_ID);
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rectangle1->setPermanent();
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rectangle1->addCollision(SDLPP::RectColider(0, 0, 1, 1));
scene->addObject(rectangle1);
// white rectangles
auto rectangle2 = std::make_shared< SDLPP::RectangleRender >(
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19*BLOCK_SIZE, 4 * BLOCK_SIZE, BLOCK_SIZE, 16 * BLOCK_SIZE, g_renderer, "#FFFFFF88", true);
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rectangle2->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
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rectangle2->setId(EDITOR_RIGHT_MAP_ID);
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rectangle2->setPermanent();
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rectangle2->addCollision(SDLPP::RectColider(0, 0, 1, 1));
scene->addObject(rectangle2);
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auto font = std::make_shared< SDLPP::Font >( "testfont.ttf", 36 );
auto font_config = std::make_shared< SDLPP::FontConfiguration >(
font, "#000000", "#282828", 0.05 );
auto left = std::make_shared< SDLPP::TextRenderer >(
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0, 11.5 * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, g_renderer, "<", font_config);
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left->setId(0);
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left->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
left->setPermanent();
scene->addObject(left);
auto right = std::make_shared< SDLPP::TextRenderer >(
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19*BLOCK_SIZE, 11.5 * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, g_renderer, ">", font_config);
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right->setId(0);
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right->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
right->setPermanent();
scene->addObject(right);
for(int i = 0; i < 18; i++) {
for(int j = 0; j < 16; j++) {
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scene->addObject(std::make_shared<EditBox>(i, j, g_renderer));
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}
}
auto mouse =
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std::make_shared< SDLPP::RectangleRender >( 0.01, 0.01, 0, 0, g_renderer );
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mouse->setMinWidth(1);
mouse->setMinHeight(1);
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mouse->setAlignment( SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER );
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mouse->setId( EDITOR_MOUSE_ID );
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mouse->setColiderColor("#00FF00");
mouse->addCollision(
SDLPP::RectColider( { 0, 0 }, { 1, 1 } ) );
scene->addObject( mouse );
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g_current_max_index = g_objects.size() - 18;
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// tools
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g_max_tool_index = (possibleBlocks.size() - 1) / 8;
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for(int i = 0; i < 4; i++) {
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auto tool_box1 = std::make_shared<ToolBox>(i, 0, g_renderer);
auto tool_box2 = std::make_shared<ToolBox>(i, 1, g_renderer);
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scene->addObject(tool_box1);
scene->addObject(tool_box2);
// std::cout << "TOOL BOX POS: " << tool_box1->getPos().getX() << ", " << tool_box1->getPos().getY() << std::endl;
// std::cout << "TOOL BOX POS: " << tool_box2->getPos().getX() << ", " << tool_box2->getPos().getY() << std::endl;
}
int tool_index = 0;
for(auto &block : possibleBlocks) {
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if(block == MARIO_ID ) {
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g_tools.push_back(createMario(LandType::OVERWORLD, g_renderer, 0, 0));
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} else {
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g_tools.push_back(createTerrainBlock(block, LandType::OVERWORLD, g_renderer, false));
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}
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g_tools.back()->setHidden(true);
g_tools.back()->setPermanent();
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auto x = tool_index % 4;
auto y = tool_index / 4;
// TODO add 14 and 1 as constants somewhere
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// TODO investigate when not permanent requires `-1` on x position
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g_tools.back()->setPos(14*BLOCK_SIZE + x*BLOCK_SIZE, BLOCK_SIZE + y*BLOCK_SIZE);
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// std::cout << "TOOL POS: " << tools.back()->getPos().getX() << ", " << tools.back()->getPos().getY() << std::endl;
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scene->addObject(g_tools.back());
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tool_index = (tool_index + 1) % 8;
}
for(int i = 0; i < 5; i++) {
auto line = std::make_shared<SDLPP::LineRenderer>(
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14*BLOCK_SIZE + i*BLOCK_SIZE, BLOCK_SIZE, 14 * BLOCK_SIZE + i*BLOCK_SIZE, 3*BLOCK_SIZE, g_renderer, "#282828");
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line->setPermanent();
line->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene->addObject(line);
}
for(int i = 0; i < 3; i++) {
auto line = std::make_shared<SDLPP::LineRenderer>(
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14*BLOCK_SIZE, BLOCK_SIZE + i*BLOCK_SIZE, 14 * BLOCK_SIZE + 4*BLOCK_SIZE, BLOCK_SIZE + i*BLOCK_SIZE, g_renderer, "#282828");
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line->setPermanent();
line->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
scene->addObject(line);
}
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auto tool_rect1 = std::make_shared< SDLPP::RectangleRender >(
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13*BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, 2 * BLOCK_SIZE, g_renderer, "#FFFFFF88", true);
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tool_rect1->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
tool_rect1->setId(EDITOR_LEFT_TOOL_ID);
tool_rect1->setPermanent();
tool_rect1->addCollision(SDLPP::RectColider(0, 0, 1, 1));
scene->addObject(tool_rect1);
// white rectangles
auto tool_rect2 = std::make_shared< SDLPP::RectangleRender >(
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18*BLOCK_SIZE, 1 * BLOCK_SIZE, BLOCK_SIZE, 2 * BLOCK_SIZE, g_renderer, "#FFFFFF88", true);
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tool_rect2->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
tool_rect2->setId(EDITOR_RIGHT_TOOL_ID);
tool_rect2->setPermanent();
tool_rect2->addCollision(SDLPP::RectColider(0, 0, 1, 1));
scene->addObject(tool_rect2);
auto left_tool = std::make_shared< SDLPP::TextRenderer >(
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13*BLOCK_SIZE, 1.5 * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, g_renderer, "<", font_config);
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left_tool->setId(0);
left_tool->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
left_tool->setPermanent();
scene->addObject(left_tool);
auto right_tool = std::make_shared< SDLPP::TextRenderer >(
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18*BLOCK_SIZE, 1.5 * BLOCK_SIZE, BLOCK_SIZE, BLOCK_SIZE, g_renderer, ">", font_config);
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right_tool->setId(0);
right_tool->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
right_tool->setPermanent();
scene->addObject(right_tool);
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g_placeholder_texture = std::make_shared< SDLPP::Texture >(
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g_renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY );
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g_placeholder_texture->setAlpha(100);
g_placeholder_mario = std::make_shared< SDLPP::Texture >(
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g_renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY );
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g_placeholder_mario->setAlpha(100);
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g_current_tool = createTerrainBlock(possibleBlocks[g_current_block], LandType::OVERWORLD, g_renderer, g_placeholder_texture, false);
g_current_tool->addCollision(SDLPP::RectColider(0.1, 0.1, 0.8, 0.8));
dynamic_cast<MarioBlock&>(*g_current_tool).setTool();
scene->addObject(g_current_tool);
scene->moveZTop(g_current_tool);
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scene->moveEverything(BLOCK_SIZE, 0);
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FPSmanager gFPS;
SDL_initFramerate( &gFPS );
SDL_setFramerate( &gFPS, 60 );
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updateToolSelection(0);
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auto base = SDL_GetTicks();
int frames = 0;
std::thread inputThread( doInput, scene );
inputThread.detach();
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while ( !g_quit ) {
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SDL_PumpEvents();
SDL_framerateDelay( &gFPS );
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std::lock_guard<std::mutex> lock(g_destruction_mutex);
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scene->renderScene();
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g_renderer->presentRenderer();
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frames++;
if ( SDL_GetTicks() - base >= 1000 ) {
std::cout << "FPS: " << frames << std::endl;
frames = 0;
base = SDL_GetTicks();
}
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if(g_current_start_index == 0) {
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left->setTextColor(font, "#CCCCCC", "#CCCCCC", 0.05);
} else {
left->setTextColor(font, "#000000", "#282828", 0.05);
}
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if(g_current_start_index == g_current_max_index) {
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right->setTextColor(font, "#00FF00", "#000000", 0.1);
right->changeText("+");
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} else {
right->setTextColor(font, "#000000", "#282828", 0.05);
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right->changeText(">");
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}
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if(g_current_tool_index == 0) {
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left_tool->setTextColor(font, "#CCCCCC", "#CCCCCC", 0.05);
} else {
left_tool->setTextColor(font, "#000000", "#282828", 0.05);
}
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if(g_current_tool_index == g_max_tool_index) {
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right_tool->setTextColor(font, "#CCCCCC", "#CCCCCC", 0.05);
} else {
right_tool->setTextColor(font, "#000000", "#282828", 0.05);
}
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if(g_update_size) {
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scene->updateSizeAndPosition();
}
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}
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saveMap("test_binary2.bin", g_objects);
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return 0;
}