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#include "app.hpp"
#include "src/chunk.hpp"
#include "src/tile-atlas.hpp"
#include "floormat/events.hpp"
#include "floormat/main.hpp"
namespace floormat {
//#define FM_NO_BINDINGS
void app::maybe_initialize_chunk_(const chunk_coords& pos, chunk& c)
{
(void)pos; (void)c;
constexpr auto N = TILE_MAX_DIM;
for (auto [x, k, pt] : c) {
#if defined FM_NO_BINDINGS
const auto& atlas = floor1;
#else
const auto& atlas = pt.x == N/2 || pt.y == N/2 ? _floor2 : _floor1;
#endif
x.ground() = { atlas, variant_t(k % atlas->num_tiles()) };
}
#ifdef FM_NO_BINDINGS
const auto& wall1 = floor1, wall2 = floor1;
#endif
constexpr auto K = N/2;
c[{K, K }].wall_north() = { _wall1, 0 };
c[{K, K }].wall_west() = { _wall2, 0 };
c[{K, K+1}].wall_north() = { _wall1, 0 };
c[{K+1, K }].wall_west() = { _wall2, 0 };
c[{K+1, K+1}].scenery() = { _door, {rotation::N, 0} };
}
void app::maybe_initialize_chunk([[maybe_unused]] const chunk_coords& pos, [[maybe_unused]] chunk& c)
{
//maybe_initialize_chunk_(pos, c);
}
void app::do_mouse_move(int mods)
{
if (cursor.tile && !cursor.in_imgui)
_editor.on_mouse_move(M->world(), *cursor.tile, mods);
}
void app::do_mouse_up_down(std::uint8_t button, bool is_down, int mods)
{
if (cursor.tile && !cursor.in_imgui && is_down)
{
auto& w = M->world();
auto pos = *cursor.tile;
switch (button)
{
case mouse_button_left:
return _editor.on_click(w, pos, mods, editor::button::place);
case mouse_button_middle:
return _editor.on_click(w, pos, mods, editor::button::remove);
default: break;
}
}
_editor.on_release();
update_cursor_tile(cursor.pixel);
}
void app::do_key(key k, int mods)
{
(void)mods;
switch (k)
{
default:
fm_warn("unhandled key: '%zu'", std::size_t(k));
return;
case key_rotate_tile:
if (auto* ed = _editor.current_tile_editor(); ed)
ed->toggle_rotation();
return;
case key_mode_none:
return _editor.set_mode(editor_mode::none);
case key_mode_floor:
return _editor.set_mode(editor_mode::floor);
case key_mode_walls:
return _editor.set_mode(editor_mode::walls);
case key_quicksave:
return do_quicksave();
case key_quickload:
return do_quickload();
case key_quit:
return M->quit(0);
}
}
void app::apply_commands(const key_set& keys)
{
using value_type = key_set::value_type;
for (value_type i = key_NO_REPEAT; i < key_COUNT; i++)
if (const auto k = key(i); keys[k])
do_key(k, key_modifiers[i]);
}
void app::update(float dt)
{
draw_ui();
apply_commands(keys);
do_camera(dt, keys, get_key_modifiers());
clear_non_repeated_keys();
}
} // namespace floormat
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