#include "scenery-editor.hpp" #include "src/anim-atlas.hpp" #include "loader/loader.hpp" #include "src/world.hpp" #include "src/RTree-search.hpp" #include "src/rotation.inl" #include "app.hpp" #include "src/scenery.hpp" #include "compat/borrowed-ptr.inl" #include namespace floormat { using rotation_t = std::underlying_type_t; scenery_editor::scenery_::operator bool() const noexcept { return !!proto; } scenery_editor::scenery_editor() noexcept { load_atlases(); } void scenery_editor::set_rotation(enum rotation r) { auto& s = _selected.proto; s.offset = rotate_point(s.offset, s.r, r); s.bbox_offset = rotate_point(s.bbox_offset, s.r, r); s.bbox_size = rotate_size(s.bbox_size, s.r, r); s.r = r; } #if 0 enum rotation scenery_editor::rotation() const { return _selected.proto.r; } #endif void scenery_editor::next_rotation() { set_rotation(_selected.proto.atlas->next_rotation_from(_selected.proto.r)); } void scenery_editor::prev_rotation() { set_rotation(_selected.proto.atlas->prev_rotation_from(_selected.proto.r)); } void scenery_editor::select_tile(const scenery_& s) { const auto r = s.proto.atlas && s.proto.atlas->check_rotation(_selected.proto.r) ? _selected.proto.r : s.proto.r; _selected = s; set_rotation(r); } void scenery_editor::clear_selection() { _selected = {}; } auto scenery_editor::get_selected() const -> const scenery_& { return _selected; } bool scenery_editor::is_atlas_selected(const bptr& atlas) const { return atlas == _selected.proto.atlas; } bool scenery_editor::is_item_selected(const scenery_& s) const { return s.name == _selected.name && s.proto.atlas == _selected.proto.atlas; } bool scenery_editor::is_anything_selected() const { return _selected.proto.atlas != nullptr; } void scenery_editor::place_tile(world& w, global_coords pos, const scenery_& s, app& a) { if (!s) { auto [c, t] = w[pos]; start: const auto& es = c.objects(); const auto sz = es.size(); while (auto id = a.get_object_colliding_with_cursor()) { for (auto i = 0uz; i < sz; i++) if (const auto eʹ = es[i]; eʹ->id == id) { eʹ->destroy_script_pre(eʹ, script_destroy_reason::kill); c.remove_object(i); eʹ->destroy_script_post(); eʹ->gone = true; goto start; } break; } } else { auto sc = w.make_scenery(w.make_id(), pos, scenery_proto(s.proto)); sc->init_script(sc); } } } // namespace floormat