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#include "app.hpp"
namespace floormat {
void app::make_test_chunk(chunk& c)
{
constexpr auto N = TILE_MAX_DIM;
for (auto [x, k, pt] : c) {
const auto& atlas = pt.x != pt.y && (pt.x == N/2 || pt.y == N/2) ? floor2 : floor1;
x.ground_image = { atlas, (std::uint8_t)(k % atlas->num_tiles()) };
}
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 == SDL_BUTTON_LEFT)
_editor.on_click(_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(double dt)
{
do_camera(dt);
draw_ui();
if (keys[key::quit])
Platform::Sdl2Application::exit(0);
}
} // namespace floormat
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