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#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 <Magnum/Math/Vector3.h>

namespace floormat {

void app::draw_cursor()
{
    constexpr float LINE_WIDTH = 2;

    if (const auto [pos, b] = cursor.tile; b && !cursor.in_imgui)
    {
        const auto draw = [&, pos = pos](auto& mesh, const auto& size) {
            const auto pt = pos.to_signed();
            const Vector3 center{Vector3i(pt[0], pt[1], 0) * iTILE_SIZE};
            auto& shader = M->shader();
            shader.set_tint({1, 0, 0, 1});
            mesh.draw(shader, {center, size, LINE_WIDTH});
        };

        if (const auto* ed = _editor.current_tile_editor(); ed && 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
            draw(_wireframe_quad, TILE_SIZE2);
    }
}

void app::draw()
{
    if (_editor.current_tile_editor())
        draw_cursor();
    draw_ui();
    render_menu();
}

clickable_scenery* app::find_clickable_scenery(Vector2i pixel_)
{
    clickable_scenery* item = nullptr;
    if (cursor.tile)
    {
        float depth = -1;
        auto array = M->clickable_scenery();
        const auto pixel = Vector2ui(pixel_);
        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 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;
                }
            }
    }
    return item;
}

} // namespace floormat