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#include "asset.h"
#include "editor.h"
#include "gui.h"
#include "map.h"
#include "plat.h"
#include "render.h"
#define tile_display_size 32
static GUI_Scroll_State map_ss = { 0 };
void draw_map_scrollable(
GUI* g,
Renderer* r,
const Rect* rect,
const GUI_Scroll_State* ss
) {
const Map* m = g->uptr;
const Map_Tile* tiles = map_tilesc(m);
int x, y;
Rect re = { 0 };
re.w = tile_display_size;
re.h = tile_display_size;
for (y = 0; y < m->h; y++) {
for (x = 0; x < m->w; x++) {
re.x = rect->x + x * tile_display_size - ss->x;
re.y = rect->y + y * tile_display_size - ss->y;
if (tiles[x + y * m->w])
ren_texture(
r,
&re,
get_texture(asset_id_brick_texture)
);
else
ren_rect(
r,
make_black(),
&re
);
}
}
x = (g->app->mx - rect->x) / tile_display_size;
y = (g->app->my - rect->y) / tile_display_size;
if (
x >= 0 &&
y >= 0 &&
x < m->w &&
y < m->h
) {
re.x = x * tile_display_size + rect->x;
re.y = y * tile_display_size + rect->y;
ren_rect(
r,
make_colour(0xffffff, 120),
&re
);
}
}
void edit_map(Editor* e, GUI* g, Map* m) {
Rect b = gui_viewport(g);
Rect t = gui_cut_up(&b, gui_text_height() + 4);
int mcs[2];
(void)e;
mcs[0] = m->w * tile_display_size;
mcs[1] = m->h * tile_display_size;
gui_btn(g, gui_cut_left(&t, gui_text_width("Load", 4) + 4), "Save");
gui_btn(g, gui_cut_left(&t, gui_text_width("Save", 4) + 4), "Load");
if (gui_btn(g, gui_cut_left(&t, gui_text_width("Bake Lights", 11) + 4), "Bake Lights")) {
bake_map(m);
}
g->uptr = m;
gui_scrollable(g, b, mcs, &map_ss, draw_map_scrollable);
}
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