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#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()
{
if (cursor.tile && !cursor.in_imgui)
_editor.on_mouse_move(M->world(), *cursor.tile);
}
void app::do_mouse_up_down(std::uint8_t button, bool is_down)
{
if (!cursor.in_imgui && button == mouse_button_left && is_down)
_editor.on_click(M->world(), *cursor.tile);
else
_editor.on_release();
}
auto app::get_nonrepeat_keys() -> enum_bitset<key>
{
enum_bitset<key> ret;
using type = std::underlying_type_t<key>;
for (auto i = (type)key::NO_REPEAT; i < (type)key::COUNT; i++)
{
auto idx = key{i};
if (keys_repeat[idx])
keys[idx] = false;
else
ret[idx] = keys[idx];
keys[idx] = false;
keys_repeat[idx] = false;
}
return ret;
}
void app::do_keys()
{
auto k = get_nonrepeat_keys();
using type = std::underlying_type_t<key>;
for (auto i = (type)key::NO_REPEAT; i < (type)key::COUNT; i++)
{
auto idx = key{i};
if (keys_repeat[idx])
k[idx] = false;
keys[idx] = false;
keys_repeat[idx] = false;
}
if (k[key::quicksave])
do_quicksave();
if (k[key::quickload])
do_quickload();
if (auto* ed = _editor.current(); ed && k[key::rotate_tile])
ed->toggle_rotation();
}
void app::update(float dt)
{
if (keys[key::quit])
M->quit(0);
else {
do_camera(dt);
draw_ui();
do_keys();
}
}
} // namespace floormat
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