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#include "scenery-editor.hpp"
#include "src/anim-atlas.hpp"
#include "loader/loader.hpp"
#include "compat/assert.hpp"
#include "src/world.hpp"
#include "rotation.inl"
namespace floormat {
using rotation_t = std::underlying_type_t<enum rotation>;
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;
}
enum rotation scenery_editor::rotation() const
{
return _selected.proto.r;
}
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 std::shared_ptr<anim_atlas>& 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)
{
auto [c, t] = w[pos];
if (!s)
{
// don't regen colliders
const auto px = Vector2(pos.local()) * TILE_SIZE2;
const auto es = c.entities();
for (auto i = es.size()-1; i != (size_t)-1; i--)
{
const auto& e = *es[i];
if (e.type() != entity_type::scenery)
continue;
auto center = Vector2(e.coord.local())*TILE_SIZE2 + Vector2(e.offset) + Vector2(e.bbox_offset),
min = center - Vector2(e.bbox_size/2), max = min + Vector2(e.bbox_size);
if (px >= min && px <= max)
c.remove_entity(i);
}
}
else
// todo check collision at pos
w.make_entity<scenery>(w.make_id(), pos, s.proto);
}
} // namespace floormat
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