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#include "app.hpp"
#include "src/chunk.hpp"
#include "src/tile-atlas.hpp"
#include "main/floormat-events.hpp"
#include "main/floormat-main.hpp"
namespace floormat {
//#define FM_NO_BINDINGS
void app::make_test_chunk(chunk& 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_image = { atlas, 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::do_mouse_click(const global_coords pos, int button)
{
if (button == mouse_button_left)
_editor.on_click(M->world(), pos);
else
_editor.on_release();
}
void app::do_mouse_release(int button)
{
(void)button;
_editor.on_release();
}
void app::do_mouse_move(global_coords pos)
{
//_editor.on_mouse_move(_world, pos);
}
void app::update(float dt)
{
do_camera(dt);
draw_ui();
if (keys[key::quit])
Platform::Sdl2Application::exit(0);
}
} // namespace floormat
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