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#include "app.hpp"
#include "src/world.hpp"
#include "src/tile-atlas.hpp"
#include "src/anim-atlas.hpp"
#include "main/clickable.hpp"
#include "floormat/events.hpp"
#include "floormat/main.hpp"
#include "src/character.hpp"
#include "src/tile-iterator.hpp"
#include "keys.hpp"
#include "loader/loader.hpp"
#include <cmath>

namespace floormat {

//#define FM_NO_BINDINGS

void app::maybe_initialize_chunk_(const chunk_coords_& pos, chunk& c)
{
    auto floor1 = loader.tile_atlas("floor-tiles", {44, 4}, pass_mode::pass);
    auto floor2 = loader.tile_atlas("metal1", {2, 2}, pass_mode::pass);
    auto wall1  = loader.tile_atlas("wood2", {2, 1}, pass_mode::blocked);
    auto wall2  = loader.tile_atlas("wood1", {2, 1}, pass_mode::blocked);
    auto door   = loader.anim_atlas("door-close", loader.SCENERY_PATH);
    auto table  = loader.anim_atlas("table", loader.SCENERY_PATH);
    auto control_panel = loader.anim_atlas("control-panel", loader.SCENERY_PATH);

    (void)pos; (void)c;

    [[maybe_unused]] constexpr auto N = TILE_MAX_DIM;
    for (auto [x, k, pt] : c) {
#if 1
        const auto& atlas = floor1;
#else
        const auto& atlas = pt.x == N/2 || pt.y == N/2 ? _floor2 : _floor1;
#endif
        x.ground() = { atlas, variant_t(k % atlas->num_tiles()) };
    }
#if 0
    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 };
    c[{K+3, K+1}].scenery()    = { scenery::door, _door, rotation::N, };
    c[{ 3,   4 }].scenery()    = { scenery::generic, _table, rotation::W, };
    c[{K,   K+1}].scenery()    = { scenery::generic, _control_panel, rotation::N, scenery::frame_t{0}, pass_mode::pass };
#endif
    c.mark_modified();
}

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(int mods)
{
    if (cursor.tile && !cursor.in_imgui)
        _editor.on_mouse_move(M->world(), *cursor.tile, mods);
}

void app::do_mouse_up_down(uint8_t button, bool is_down, int mods)
{
    auto& w = M->world();
    update_cursor_tile(cursor.pixel);

    if (is_down && !cursor.in_imgui)
        _popup_target = {};

    if (is_down && cursor.tile && !cursor.in_imgui)
    {
        switch (_editor.mode())
        {
        default:
            break;
        case editor_mode::none:
            if (button == mouse_button_left)
            {
                if (auto* cl = find_clickable_scenery(*cursor.pixel))
                {
                    auto& e = *cl->e;
                    const auto i = e.index();
                    return e.can_activate(i) ? (void)e.activate(i) : void();
                }
            }
            // TODO it should open on mouseup if still on the same item as on mousedown
            else if (button == mouse_button_right)
                if (auto* cl = find_clickable_scenery(*cursor.pixel))
                {
                    _pending_popup = true;
                    _popup_target = { .id = cl->e->id, .target = popup_target_type::scenery, };
                }
            break;
        case editor_mode::floor:
        case editor_mode::walls:
        case editor_mode::scenery:
        case editor_mode::vobj:
            auto pos = *cursor.tile;
            switch (button)
            {
            case mouse_button_left:
                return _editor.on_click(w, pos, mods, editor::button::place);
            case mouse_button_middle:
                return _editor.on_click(w, pos, mods, editor::button::remove);
            case mouse_button_right:
                return _editor.clear_selection();
            default: break;
            }
            break;
        }
    }
    _editor.on_release();
}

void app::do_mouse_scroll(int offset)
{
    auto mods = get_key_modifiers();
    if (!(mods & (kmod_ctrl|kmod_shift)))
        return;
    int min_z = mods & kmod_ctrl ? chunk_z_min : std::max(0, (int)chunk_z_min);
    _z_level = (int8_t)Math::clamp(_z_level + offset, min_z, (int)chunk_z_max);
}

void app::do_rotate(bool backward)
{
    if (auto* ed = _editor.current_tile_editor())
        ed->toggle_rotation();
    else if (auto* ed = _editor.current_scenery_editor())
    {
        if (ed->is_anything_selected())
            backward ? ed->prev_rotation() : ed->next_rotation();
        else if (auto* cl = find_clickable_scenery(*cursor.pixel))
        {
            auto& e = *cl->e;
            auto i = e.index();
            auto r = backward ? e.atlas->prev_rotation_from(e.r) : e.atlas->next_rotation_from(e.r);
            e.rotate(i, r);
        }
    }
}

void app::do_set_mode(editor_mode mode)
{
    if (mode != _editor.mode())
        kill_popups(false);
    _editor.set_mode(mode);
}

void app::do_escape()
{
    if (auto* ed = _editor.current_tile_editor())
        ed->clear_selection();
    if (auto* sc = _editor.current_scenery_editor())
        sc->clear_selection();
    if (auto* vo = _editor.current_vobj_editor())
        vo->clear_selection();
    kill_popups(false);
}

void app::do_key(key k, int mods)
{
    (void)mods;
    switch (k)
    {
    default:
        if (k >= key_NO_REPEAT)
            fm_warn("unhandled key: '%zu'", size_t(k));
        return;
    case key_rotate_tile:
        return do_rotate(false);
    case key_mode_none:
        return do_set_mode(editor_mode::none);
    case key_mode_floor:
        return do_set_mode(editor_mode::floor);
    case key_mode_walls:
        return do_set_mode(editor_mode::walls);
    case key_mode_scenery:
        return do_set_mode(editor_mode::scenery);
    case key_mode_vobj:
        return do_set_mode(editor_mode::vobj);
    case key_render_collision_boxes:
        return void(_render_bboxes = !_render_bboxes);
    case key_render_clickables:
        return void(_render_clickables = !_render_clickables);
    case key_render_vobjs:
        return M->set_render_vobjs(_render_vobjs = !_render_vobjs);
    case key_render_all_z_levels:
        return void(_render_all_z_levels = !_render_all_z_levels);
    case key_quicksave:
        return do_quicksave();
    case key_quickload:
        return do_quickload();
    case key_new_file:
        return do_new_file();
    case key_escape:
        return do_escape();
    case key_quit:
        return M->quit(0);
    }
}

void app::apply_commands(const key_set& keys)
{
    using value_type = key_set::value_type;
    for (value_type i = key_MIN; i < key_NO_REPEAT; i++)
        if (const auto k = key(i); keys[k])
            do_key(k, key_modifiers[i]);
}

void app::update_world(float dt)
{
    auto& world = M->world();
    world.increment_frame_no();
    auto [minx, maxx, miny, maxy] = M->get_draw_bounds();
    minx--; miny--; maxx++; maxy++;
    for (int8_t z = chunk_z_min; z <= chunk_z_max; z++)
        for (int16_t y = miny; y <= maxy; y++)
            for (int16_t x = minx; x <= maxx; x++)
            {
                auto* c_ = world.at({x, y, z});
                if (!c_)
                    continue;
                auto& c = *c_;
                const auto& es = c.entities();
                const auto size = es.size();
                for (auto i = size-1; i != (size_t)-1; i--)
                    es[i]->update(i, dt);
            }
}

void app::update_character([[maybe_unused]] float dt)
{
    if (_character_id)
    {
        auto& w = M->world();
        auto c = w.find_entity<character>(_character_id);
        if (c && c->playable)
            c->set_keys(keys[key_left], keys[key_right], keys[key_up], keys[key_down]);
    }
}

void app::set_cursor()
{
    if (!cursor.in_imgui)
    {
        if ([[maybe_unused]] auto* cl = find_clickable_scenery(cursor.pixel))
            M->set_cursor(uint32_t(Cursor::Hand));
        else
            M->set_cursor(uint32_t(Cursor::Arrow));
    }
    else
        set_cursor_from_imgui();
}

auto app::get_z_bounds() -> z_bounds
{
    return { chunk_z_min, chunk_z_max, _z_level, !_render_all_z_levels };
}

void app::update(float dt)
{
    update_cursor_tile(cursor.pixel);
    apply_commands(keys);
    update_character(dt);
    update_world(dt);
    do_camera(dt, keys, get_key_modifiers());
    clear_non_repeated_keys();
    set_cursor();

    M->world().maybe_collect();
}

} // namespace floormat