#include "app.hpp" #include "src/chunk.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, decltype(tile_image::variant)(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 }; } 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 && button == mouse_button_left && is_down) _editor.on_click(M->world(), *cursor.tile, mods); else _editor.on_release(); } 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(); 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