#include "app.hpp" #include "floormat/main.hpp" #include "floormat/settings.hpp" #include "shaders/tile.hpp" #include "main/clickable.hpp" #include "src/anim-atlas.hpp" #include "draw/anim.hpp" #include "src/camera-offset.hpp" #include "src/world.hpp" #include "src/collision.hpp" #include #include namespace floormat { void app::draw_cursor() { constexpr float LINE_WIDTH = 2; auto& shader = M->shader(); shader.set_tint({1, 0, 0, 1}); const auto inactive_color = 0xff00ffff_rgbaf; if (cursor.tile && !cursor.in_imgui) { const auto draw = [&, pos = *cursor.tile](auto& mesh, const auto& size) { const auto pt = pos.to_signed(); const Vector3 center{Vector3i(pt[0], pt[1], 0) * iTILE_SIZE}; mesh.draw(shader, {center, size, LINE_WIDTH}); }; if (const auto* ed = _editor.current_tile_editor(); ed) { if (!ed->is_anything_selected()) shader.set_tint(inactive_color); if (ed->mode() == editor_mode::walls) switch (ed->rotation()) { case editor_wall_rotation::N: draw(_wireframe_wall_n, TILE_SIZE); break; case editor_wall_rotation::W: draw(_wireframe_wall_w, TILE_SIZE); break; } else if (ed->mode() == editor_mode::floor) draw(_wireframe_quad, TILE_SIZE2); } else if (const auto* ed = _editor.current_scenery_editor(); ed) { if (!ed->is_anything_selected()) shader.set_tint(inactive_color); const auto& sel = ed->get_selected().proto; draw(_wireframe_quad, TILE_SIZE2); if (ed->is_anything_selected()) { shader.set_tint({1, 1, 1, 0.75f}); auto [_f, _w, anim_mesh] = M->meshes(); const auto pos = Vector3i(cursor.tile->to_signed(), 0)*iTILE_SIZE; anim_mesh.draw(shader, *sel.atlas, sel.frame.r, sel.frame.frame, Vector3(pos), 1); } } } shader.set_tint({1, 1, 1, 1}); } void app::draw_collision_boxes() { const auto [minx, maxx, miny, maxy] = M->get_draw_bounds(); const auto sz = M->window_size(); auto& world = M->world(); auto& shader = M->shader(); shader.set_tint({0, .5f, 1, 1}); for (std::int16_t y = miny; y <= maxy; y++) for (std::int16_t x = minx; x <= maxx; x++) { const chunk_coords pos{x, y}; auto& c = world[pos]; if (c.empty()) continue; c.ensure_passability(); auto* lqt = c.lqt_from_collision_type(collision::move); if (!lqt) continue; const with_shifted_camera_offset o{shader, pos, {minx, miny}, {maxx, maxy}}; if (floormat_main::check_chunk_visible(shader.camera_offset(), sz)) { auto bb = lqt->GetLooseBoundingBox(); bb.left -= bb.width; bb.top -= bb.height; bb.width *= 2; bb.height *= 2; auto q = lqt->QueryInsideRegion(bb); using extractor = std::decay_t::BoundingBoxExtractor; while (!q.EndOfQuery()) { loose_quadtree::BoundingBox bb{0, 0, 0, 0}; extractor::ExtractBoundingBox(q.GetCurrent(), &bb); _wireframe_rect.draw(shader, { Vector3(bb.left+bb.width/2.f, bb.top+bb.height/2.f, 0), Vector2(bb.width, bb.height), 3 }); q.Next(); } } } shader.set_tint({1, 1, 1, 1}); } void app::draw() { if (_draw_collision_boxes) draw_collision_boxes(); if (_editor.current_tile_editor() || _editor.current_scenery_editor()) draw_cursor(); draw_ui(); render_menu(); } clickable_scenery* app::find_clickable_scenery(const Optional& pixel_) { if (!pixel_ || _editor.mode() != editor_mode::none) return nullptr; const auto pixel = Vector2ui(*pixel_); clickable_scenery* item = nullptr; float depth = -1; const auto array = M->clickable_scenery(); for (clickable_scenery& c : array) if (c.depth > depth && c.dest.contains(pixel)) { const auto pos_ = pixel - c.dest.min() + c.src.min(); const auto pos = c.atlas.group(c.item.r).mirror_from.isEmpty() ? pos_ : Vector2ui(c.src.sizeX() - 1 - pos_[0], pos_[1]); const auto stride = c.atlas.info().pixel_size[0]; std::size_t idx = pos.y() * stride + pos.x(); fm_debug_assert(idx < c.bitmask.size()); if (c.bitmask[idx]) { depth = c.depth; item = &c; } } if (item && item->item.can_activate(item->atlas)) return item; else return nullptr; } } // namespace floormat