create map button in map edit

This commit is contained in:
dani 2023-08-11 03:58:43 +00:00
parent aff0311484
commit a20bb4c921
3 changed files with 360 additions and 94 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 28 KiB

After

Width:  |  Height:  |  Size: 28 KiB

View File

@ -2,6 +2,7 @@ use crate::background::Background;
use crate::maps::Maps;
use crate::rgb::Rgb;
use crate::sprite::Sprite;
use crate::tilemap::Tilemap;
use crate::{
Buttons, BACKGROUND_MAX_SIZE, DPAD_DOWN, DPAD_LEFT, DPAD_RIGHT, DPAD_UP, EMPTY_TILE,
MAX_BACKGROUNDS, MAX_SPRITES,
@ -66,21 +67,33 @@ impl Gsa {
}
}
/// Loads tilemap into backgrounds
/// Loads tilemap into backgrounds from id
pub fn load_map(&mut self, map: u16) {
for (i, map) in self.maps.maps[&map].iter().enumerate() {
self.bgs[i].size = map.size;
for y in 0..map.size.y as usize {
for x in 0..map.size.x as usize {
for x in 0..map.size.x as usize {
self.bgs[i].tiles[x][y] = map.data[x + y * map.size.x as usize]
}
}
}
}
}
}
/// Stores tilemap from backgrounds into id
pub fn store_map(&mut self, map: u16) {
self.maps.maps.insert(
map,
[
Tilemap::from_bg(&self.bgs[0]),
Tilemap::from_bg(&self.bgs[1]),
Tilemap::from_bg(&self.bgs[2]),
],
);
}
/// Does a tilemap with this id exist?
pub fn map_exists(&mut self, map: u16) -> bool {
self.maps.maps.contains_key(&map)
self.maps.maps.contains_key(&map)
}
/// Checks if any of given buttons currently held down

View File

@ -11,6 +11,7 @@ use crate::tileset::*;
use crate::*;
use clap::crate_version;
use glam::IVec2;
use winit::event::ElementState;
use winit::{
dpi::LogicalSize,
event::{Event, VirtualKeyCode, WindowEvent},
@ -21,14 +22,28 @@ use winit::{
const SPR_CURSOR: usize = 0x01;
const TILE_CURSOR: u16 = 0x7110;
const TILE_MARKER: u16 = 0x7210;
//const TILE_BG: u16 = 0x730a;
const TILE_FRT: u16 = 0x7018;
const TILE_FRB: u16 = 0x7118;
const TILE_FRL: u16 = 0x7218;
const TILE_FRR: u16 = 0x7219;
const TILE_FRTL: u16 = 0x7019;
const TILE_FRTR: u16 = 0x701A;
const TILE_FRBL: u16 = 0x7119;
const TILE_FRBR: u16 = 0x711A;
const TILE_FRBG: u16 = 0x721A;
const TILE_INPUT: u16 = 0x7318;
const TILE_BUT_YES: u16 = 0x7311;
const TILE_BUT_NO: u16 = 0x7312;
const TILE_BUT_CREATE: u16 = 0x7213;
const BUT_SAVE: usize = 0;
const BUT_LAYER1: usize = 2;
const BUT_LAYER2: usize = 3;
const BUT_LAYER3: usize = 4;
const BUT_LAYERS: usize = 5;
const BUT_EXIT: usize = 7;
const BUT_CREATE: usize = 1;
const BUT_LAYER1: usize = 3;
const BUT_LAYER2: usize = 4;
const BUT_LAYER3: usize = 5;
const BUT_LAYERS: usize = 6;
const BUT_EXIT: usize = 8;
struct Surface<'a> {
pub data: &'a mut [u8],
@ -49,27 +64,165 @@ impl<'a> Surface<'a> {
}
}
#[derive(Copy, Clone)]
enum State {
Edit,
SelectTile,
NewMapDialog,
}
fn update_layer_state(gsa: &mut Gsa, gsa2: &mut Gsa, layer: usize, all: bool) {
gsa2.bgs[2].tiles[0][BUT_LAYER1] = if layer == 0 {0x7111} else {0x7011};
gsa2.bgs[2].tiles[0][BUT_LAYER2] = if layer == 1 {0x7112} else {0x7012};
gsa2.bgs[2].tiles[0][BUT_LAYER3] = if layer == 2 {0x7113} else {0x7013};
gsa2.bgs[2].tiles[0][BUT_LAYERS] = if all {0x7114} else {0x7014};
if all {
gsa.bgs[0].active = true;
gsa.bgs[1].active = true;
gsa.bgs[2].active = true;
} else {
gsa.bgs[0].active = layer == 0;
gsa.bgs[1].active = layer == 1;
gsa.bgs[2].active = layer == 2;
fn key_to_num(key: VirtualKeyCode) -> u16 {
match key {
VirtualKeyCode::Key0 => 0x0,
VirtualKeyCode::Key1 => 0x1,
VirtualKeyCode::Key2 => 0x2,
VirtualKeyCode::Key3 => 0x3,
VirtualKeyCode::Key4 => 0x4,
VirtualKeyCode::Key5 => 0x5,
VirtualKeyCode::Key6 => 0x6,
VirtualKeyCode::Key7 => 0x7,
VirtualKeyCode::Key8 => 0x8,
VirtualKeyCode::Key9 => 0x9,
VirtualKeyCode::A => 0xa,
VirtualKeyCode::B => 0xb,
VirtualKeyCode::C => 0xc,
VirtualKeyCode::D => 0xd,
VirtualKeyCode::E => 0xe,
VirtualKeyCode::F => 0xf,
_ => 0x0,
}
}
impl Background {
fn draw_frame(&mut self, pos: IVec2, size: IVec2) {
let px1 = pos.x as usize;
let py1 = pos.y as usize;
let sx = size.x as usize;
let sy = size.y as usize;
let px2 = px1 + sx - 1;
let py2 = py1 + sy - 1;
self.tiles[px1][py1] = TILE_FRTL;
self.tiles[px1][py2] = TILE_FRBL;
self.tiles[px2][py1] = TILE_FRTR;
self.tiles[px2][py2] = TILE_FRBR;
for x in (px1 + 1)..px2 {
self.tiles[x][py1] = TILE_FRT;
self.tiles[x][py2] = TILE_FRB;
}
for y in (py1 + 1)..py2 {
self.tiles[px1][y] = TILE_FRL;
self.tiles[px2][y] = TILE_FRR;
}
for x in (px1 + 1)..px2 {
for y in (py1 + 1)..py2 {
self.tiles[x][y] = TILE_FRBG;
}
}
}
}
fn draw_input_window(gsa: &mut Gsa, pos: IVec2, caption: &str) {
gsa.bgs[2].draw_frame(pos, IVec2 { x: 7, y: 5 });
gsa.bgs[2].tiles[pos.x as usize + 3][pos.y as usize + 1] = TILE_INPUT;
gsa.bgs[2].tiles[pos.x as usize + 4][pos.y as usize + 1] = TILE_INPUT;
gsa.bgs[2].tiles[pos.x as usize + 1][pos.y as usize + 3] = TILE_BUT_YES;
gsa.bgs[2].tiles[pos.x as usize + 5][pos.y as usize + 3] = TILE_BUT_NO;
gsa.write_string(
3,
IVec2 {
x: pos.x * 2 + 2,
y: pos.y * 2 + 1,
},
caption,
);
gsa.write_string(
3,
IVec2 {
x: pos.x * 2 + 3,
y: pos.y * 2 + 3,
},
"ID:0000",
);
}
fn update_input_window(gsa: &mut Gsa, pos: IVec2, val: u16) {
gsa.write_string(
3,
IVec2 {
x: pos.x * 2 + 6,
y: pos.y * 2 + 3,
},
&format!("{:04x}", val),
);
}
fn set_state(state: State, gsa1: &mut Gsa, gsa2: &mut Gsa, current_layer: usize, all_layers: bool) {
match state {
State::Edit => {
//update editing layers
if all_layers {
gsa1.bgs[0].active = true;
gsa1.bgs[1].active = true;
gsa1.bgs[2].active = true;
} else {
gsa1.bgs[0].active = current_layer == 0;
gsa1.bgs[1].active = current_layer == 1;
gsa1.bgs[2].active = current_layer == 2;
}
gsa2.clear_bg(2);
gsa2.clear_bg(3);
draw_toolbar(gsa1, gsa2, current_layer, all_layers);
gsa2.bgs[0].active = false;
gsa2.bgs[1].active = false;
gsa1.sprites[SPR_CURSOR].priority = 3;
gsa1.sprites[SPR_CURSOR].tile = TILE_CURSOR;
gsa2.sprites[SPR_CURSOR].tile = EMPTY_TILE;
}
State::SelectTile => {
draw_toolbar(gsa1, gsa2, current_layer, all_layers);
gsa1.bgs[0].active = false;
gsa1.bgs[1].active = false;
gsa1.bgs[2].active = false;
gsa2.bgs[0].active = true;
gsa2.bgs[1].active = true;
gsa1.sprites[SPR_CURSOR].tile = EMPTY_TILE;
gsa2.sprites[SPR_CURSOR].tile = TILE_CURSOR;
}
State::NewMapDialog => {
gsa1.bgs[0].active = false;
gsa1.bgs[1].active = false;
gsa1.bgs[2].active = false;
gsa2.bgs[0].active = false;
gsa2.bgs[1].active = false;
gsa1.sprites[SPR_CURSOR].tile = EMPTY_TILE;
gsa2.sprites[SPR_CURSOR].tile = EMPTY_TILE;
draw_input_window(gsa2, IVec2 { x: 15, y: 9 }, "Create Map");
}
}
}
fn draw_toolbar(gsa1: &mut Gsa, gsa2: &mut Gsa, current_layer: usize, all_layers: bool) {
for y in 0..BACKGROUND_MAX_SIZE {
gsa2.bgs[2].tiles[0][y] = 0x7010;
}
gsa2.bgs[2].tiles[0][BUT_SAVE] = 0x7211;
gsa2.bgs[2].tiles[0][BUT_CREATE] = TILE_BUT_CREATE;
gsa2.bgs[2].tiles[0][BUT_EXIT] = 0x7212;
//layer buttons
gsa2.bgs[2].tiles[0][BUT_LAYER1] = if current_layer == 0 { 0x7111 } else { 0x7011 };
gsa2.bgs[2].tiles[0][BUT_LAYER2] = if current_layer == 1 { 0x7112 } else { 0x7012 };
gsa2.bgs[2].tiles[0][BUT_LAYER3] = if current_layer == 2 { 0x7113 } else { 0x7013 };
gsa2.bgs[2].tiles[0][BUT_LAYERS] = if all_layers { 0x7114 } else { 0x7014 };
gsa2.bgs[2].size = IVec2 { x: 120, y: 68 }; //enough to cover 4k monitors? <_<
gsa2.bgs[3].size = IVec2 { x: 240, y: 136 };
}
pub(crate) fn run_mapedit() {
println!("running map edit");
@ -83,7 +236,7 @@ pub(crate) fn run_mapedit() {
Maps::default()
};
let mut gsa = Gsa {
let mut gsa1 = Gsa {
sprites: [Sprite::default(); MAX_SPRITES],
palette,
bgs: Default::default(),
@ -94,22 +247,20 @@ pub(crate) fn run_mapedit() {
maps,
};
gsa.reset_bgs();
gsa.reset_sprites();
gsa1.reset_bgs();
gsa1.reset_sprites();
if gsa.map_exists(1337) {
gsa.load_map(1337);
if gsa1.map_exists(0) {
gsa1.load_map(0);
}
for i in 0..3 {
gsa.bgs[i].scroll = IVec2 {
gsa1.bgs[i].scroll = IVec2 {
x: -16 - 32,
y: -32,
};
}
gsa.sprites[SPR_CURSOR].tile = TILE_CURSOR;
gsa.sprites[SPR_CURSOR].priority = 3;
let mut gsa2 = Gsa {
sprites: [Sprite::default(); MAX_SPRITES],
palette,
@ -134,17 +285,7 @@ pub(crate) fn run_mapedit() {
gsa2.bgs[0].tiles[x][y] = (x + (y << 8)) as u16;
}
}
gsa2.bgs[0].active = false;
gsa2.bgs[1].active = false;
gsa2.bgs[2].active = true;
gsa2.bgs[2].size = IVec2 { x: 120, y: 68 }; //enough to cover 4k monitors? <_<
for y in 0..BACKGROUND_MAX_SIZE {
gsa2.bgs[2].tiles[0][y] = 0x7010;
}
gsa2.bgs[2].tiles[0][BUT_SAVE] = 0x7211;
// layer buttons set up later
gsa2.bgs[2].tiles[0][BUT_EXIT] = 0x7212;
//draw_input_window(&mut gsa2, IVec2 { x: 5, y: 3 }, "Create Map");
let event_loop = EventLoop::new();
let size = LogicalSize::new(1280, 720);
@ -168,10 +309,13 @@ pub(crate) fn run_mapedit() {
let mut right_down = false;
let mut selected_tile = IVec2::ZERO;
gsa2.bgs[1].tiles[0][0] = TILE_MARKER;
let mut state = State::Edit;
let mut current_layer = 0usize;
let mut all_layers = true;
update_layer_state(&mut gsa, &mut gsa2, current_layer, all_layers);
let mut state = State::Edit;
let mut input_buf = 0u16;
let mut current_map = 0;
set_state(State::Edit, &mut gsa1, &mut gsa2, current_layer, all_layers);
event_loop.run(move |event, _, control_flow| {
let mouse_pos = &mut mouse_pos;
let tile_pos = &mut tile_pos;
@ -181,76 +325,183 @@ pub(crate) fn run_mapedit() {
let right_down = &mut right_down;
let selected_tile = &mut selected_tile;
let state = &mut state;
let current_layer = &mut current_layer;
let all_layers = &mut all_layers;
let current_layer = &mut current_layer;
let all_layers = &mut all_layers;
let input_buf = &mut input_buf;
let current_map = &mut current_map;
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput { input, .. } => {
match (
input.state,
input.virtual_keycode.unwrap_or(VirtualKeyCode::F24),
) {
(winit::event::ElementState::Pressed, VirtualKeyCode::Escape) => {
*control_flow = ControlFlow::Exit;
let vk = input.virtual_keycode.unwrap_or(VirtualKeyCode::F24);
match vk {
VirtualKeyCode::Escape => {
//*control_flow = ControlFlow::Exit;
}
(winit::event::ElementState::Pressed, VirtualKeyCode::LShift) => {
gsa.bgs[0].active = false;
gsa.bgs[1].active = false;
gsa.bgs[2].active = false;
gsa2.bgs[0].active = true;
gsa2.bgs[1].active = true;
gsa.sprites[SPR_CURSOR].tile = EMPTY_TILE;
gsa2.sprites[SPR_CURSOR].tile = TILE_CURSOR;
*state = State::SelectTile;
VirtualKeyCode::LShift => {
if input.state == ElementState::Pressed {
*state = State::SelectTile;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
} else {
*state = State::Edit;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
}
}
(winit::event::ElementState::Released, VirtualKeyCode::LShift) => {
gsa.bgs[0].active = true;
gsa.bgs[1].active = true;
gsa.bgs[2].active = true;
gsa2.bgs[0].active = false;
gsa2.bgs[1].active = false;
gsa.sprites[SPR_CURSOR].tile = TILE_CURSOR;
gsa2.sprites[SPR_CURSOR].tile = EMPTY_TILE;
*state = State::Edit;
VirtualKeyCode::Key0
| VirtualKeyCode::Key1
| VirtualKeyCode::Key2
| VirtualKeyCode::Key3
| VirtualKeyCode::Key4
| VirtualKeyCode::Key5
| VirtualKeyCode::Key6
| VirtualKeyCode::Key7
| VirtualKeyCode::Key8
| VirtualKeyCode::Key9
| VirtualKeyCode::A
| VirtualKeyCode::B
| VirtualKeyCode::C
| VirtualKeyCode::D
| VirtualKeyCode::E
| VirtualKeyCode::F => {
if input.state == ElementState::Pressed {
*input_buf = ((*input_buf & 0xFFF) << 4) | key_to_num(vk);
update_input_window(&mut gsa2, IVec2 { x: 15, y: 9 }, *input_buf);
}
}
_ => {}
}
}
WindowEvent::MouseInput { state, button, .. } => match (state, button) {
WindowEvent::MouseInput {
state: but_state,
button,
..
} => match (but_state, button) {
(winit::event::ElementState::Pressed, winit::event::MouseButton::Left) => {
if mouse_pos.x < 16 {
match (mouse_pos.y / 16) as usize {
BUT_SAVE => {
println!("saving");
gsa.maps.maps.insert(1337, [Tilemap::from_bg(&gsa.bgs[0]), Tilemap::from_bg(&gsa.bgs[1]), Tilemap::from_bg(&gsa.bgs[2])]);
gsa1.store_map(*current_map);
fs::write(
maps_path,
postcard::to_allocvec(&gsa.maps).unwrap(),
postcard::to_allocvec(&gsa1.maps).unwrap(),
)
.unwrap();
}
BUT_CREATE => {
*state = State::NewMapDialog;
*input_buf = *current_map;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
update_input_window(
&mut gsa2,
IVec2 { x: 15, y: 9 },
*input_buf,
);
}
BUT_LAYER1 => {
*current_layer = 0;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
}
BUT_LAYER2 => {
*current_layer = 1;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
}
BUT_LAYER3 => {
*current_layer = 2;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
}
BUT_LAYERS => {
*all_layers = !*all_layers;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
}
BUT_LAYERS => {
*all_layers = !*all_layers;
}
BUT_EXIT => {
println!("exit");
*control_flow = ControlFlow::Exit;
}
_ => {}
}
update_layer_state(&mut gsa, &mut gsa2, *current_layer, *all_layers);
} else {
*left_down = true;
match *state {
State::NewMapDialog => {
//todo: not hardcode?
if mouse_pos.y / 16 == 12 {
if mouse_pos.x / 16 == 16 {
println!("yes");
gsa1.store_map(*current_map);
*current_map = *input_buf;
if gsa1.map_exists(*current_map) {
gsa1.load_map(*current_map);
} else {
//todo: not reset scrolling
gsa1.reset_bgs();
}
*state = State::Edit;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
} else if mouse_pos.x / 16 == 20 {
println!("no");
*state = State::Edit;
set_state(
*state,
&mut gsa1,
&mut gsa2,
*current_layer,
*all_layers,
);
}
}
}
_ => {
*left_down = true;
}
}
}
}
(winit::event::ElementState::Released, winit::event::MouseButton::Left) => {
@ -280,9 +531,9 @@ pub(crate) fn run_mapedit() {
match *state {
State::Edit => {
// normal mode
gsa.bgs[0].scroll -= delta;
gsa.bgs[1].scroll -= delta;
gsa.bgs[2].scroll -= delta;
gsa1.bgs[0].scroll -= delta;
gsa1.bgs[1].scroll -= delta;
gsa1.bgs[2].scroll -= delta;
}
State::SelectTile => {
// tile select mode
@ -295,16 +546,16 @@ pub(crate) fn run_mapedit() {
}
*mouse_pos = new_pos;
*tile_pos = IVec2 {
x: (new_pos.x + gsa.bgs[0].scroll.x).div_euclid(TILE_SIZE as i32),
y: (new_pos.y + gsa.bgs[0].scroll.y).div_euclid(TILE_SIZE as i32),
x: (new_pos.x + gsa1.bgs[0].scroll.x).div_euclid(TILE_SIZE as i32),
y: (new_pos.y + gsa1.bgs[0].scroll.y).div_euclid(TILE_SIZE as i32),
};
*tile_pos2 = IVec2 {
x: (new_pos.x + gsa2.bgs[0].scroll.x).div_euclid(TILE_SIZE as i32),
y: (new_pos.y + gsa2.bgs[0].scroll.y).div_euclid(TILE_SIZE as i32),
};
let cursor_pos = *tile_pos * TILE_SIZE as i32 - gsa.bgs[0].scroll;
let cursor_pos = *tile_pos * TILE_SIZE as i32 - gsa1.bgs[0].scroll;
let cursor_pos2 = *tile_pos2 * TILE_SIZE as i32 - gsa2.bgs[0].scroll;
gsa.sprites[SPR_CURSOR].pos = cursor_pos;
gsa1.sprites[SPR_CURSOR].pos = cursor_pos;
gsa2.sprites[SPR_CURSOR].pos = cursor_pos2;
}
_ => {}
@ -320,7 +571,8 @@ pub(crate) fn run_mapedit() {
&& tile_pos.y < BACKGROUND_MAX_SIZE as i32
{
let tile = (selected_tile.x + (selected_tile.y << 8)) as u16;
gsa.bgs[*current_layer].tiles[tile_pos.x as usize][tile_pos.y as usize] = tile;
gsa1.bgs[*current_layer].tiles[tile_pos.x as usize]
[tile_pos.y as usize] = tile;
}
} else if *right_down {
if tile_pos.x >= 0
@ -328,8 +580,8 @@ pub(crate) fn run_mapedit() {
&& tile_pos.x < BACKGROUND_MAX_SIZE as i32
&& tile_pos.y < BACKGROUND_MAX_SIZE as i32
{
gsa.bgs[*current_layer].tiles[tile_pos.x as usize][tile_pos.y as usize] =
EMPTY_TILE;
gsa1.bgs[*current_layer].tiles[tile_pos.x as usize]
[tile_pos.y as usize] = EMPTY_TILE;
}
}
}
@ -348,6 +600,7 @@ pub(crate) fn run_mapedit() {
}
}
}
_ => {}
};
// render
@ -365,7 +618,7 @@ pub(crate) fn run_mapedit() {
x: size.width as i32 / 2,
y: size.height as i32 / 2,
};
render_to_screen(&mut screen_buffer, &gsa, &tileset, screen_size);
render_to_screen(&mut screen_buffer, &gsa1, &tileset, screen_size);
render_to_screen(&mut screen_buffer, &gsa2, &tileset, screen_size);
let mut screen = Surface {
data: &mut screen_buffer,
@ -373,10 +626,10 @@ pub(crate) fn run_mapedit() {
};
match *state {
State::Edit => {
let xs = -gsa.bgs[0].scroll.x - 1;
let ys = -gsa.bgs[0].scroll.y - 1;
let xe = xs + gsa.bgs[0].size.x * TILE_SIZE as i32 + 1;
let ye = ys + gsa.bgs[0].size.y * TILE_SIZE as i32 + 1;
let xs = -gsa1.bgs[0].scroll.x - 1;
let ys = -gsa1.bgs[0].scroll.y - 1;
let xe = xs + gsa1.bgs[0].size.x * TILE_SIZE as i32 + 1;
let ye = ys + gsa1.bgs[0].size.y * TILE_SIZE as i32 + 1;
if xs >= 16 && xs < screen_size.x {
let starty = (ys + 1).max(0);
let len = ye.min(screen_size.y) - starty;