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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 "draw/anim.hpp"
#include <Magnum/Math/Vector3.h>

namespace floormat {

void app::draw_cursor()
{
    constexpr float LINE_WIDTH = 2;
    auto& shader = M->shader();
    shader.set_tint({1, 0, 0, 1});

    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};
            mesh.draw(shader, {center, size, LINE_WIDTH});
        };

        if (const auto* ed = _editor.current_tile_editor(); ed && ed->is_anything_selected())
        {
            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 && ed->is_anything_selected())
        {
            const auto& sel = ed->get_selected().proto;
            draw(_wireframe_quad, TILE_SIZE2);
            shader.set_tint({1, 1, 1, 0.75f});
            auto [_f, _w, anim_mesh] = M->meshes();
            anim_mesh.draw(shader, *sel.atlas, sel.frame.r, sel.frame.frame, cursor.tile->local());
        }
    }
}

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

clickable_scenery* app::find_clickable_scenery(Vector2i pixel_)
{
    clickable_scenery* item = nullptr;
    float depth = -1;

    if (cursor.tile)
    {
        const 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 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;
                }
            }
    }
    return item;
}

} // namespace floormat