Tilemap YAML: sala piràmide renderitzada amb tiles reals de tomb.gif i caixa de debug llevada (v0.13.0)
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#include "game/map/tilemap.hpp"
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#include <algorithm>
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#include <cstddef>
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#include <fstream>
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#include <iostream>
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#include <sstream>
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#include <stdexcept>
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#include <unordered_map>
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#include <utility>
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#include "core/rendering/screen.hpp"
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#include "core/rendering/surface.hpp"
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#include "core/resources/resource_cache.hpp"
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#include "external/fkyaml_node.hpp"
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namespace {
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// Cada símbol del grid es mapeja a (col, fila) dins del tileset.
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using TileCoord = std::pair<int, int>;
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using Legend = std::unordered_map<char, TileCoord>;
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auto splitLines(const std::string& text) -> std::vector<std::string> {
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std::vector<std::string> lines;
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std::istringstream iss(text);
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std::string line;
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while (std::getline(iss, line)) {
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if (!line.empty()) { lines.push_back(line); }
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}
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return lines;
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}
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// La llegenda usa índexs lineals del tileset (esq→dre, dalt→baix).
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// Els convertim a (col, fila) amb el nombre de tiles per fila del tileset.
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auto parseLegend(const fkyaml::node& node, int tileset_cols) -> Legend {
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Legend legend;
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for (auto it = node.begin(); it != node.end(); ++it) {
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const auto KEY_STR = it.key().get_value<std::string>();
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if (KEY_STR.empty()) { continue; }
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const auto INDEX = it.value().get_value<int>();
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const int COL = INDEX % tileset_cols;
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const int ROW = INDEX / tileset_cols;
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legend[KEY_STR.front()] = {COL, ROW};
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}
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return legend;
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}
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// Copia un tile (col, fila) del tileset al buffer ARGB a la posició de
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// destí (dest_x, dest_y). Els píxels amb l'índex de transparència del
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// tileset es deixen com estan al buffer (alpha=0 per defecte).
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void blitTile(const Surface& tileset, int tile_size, int src_col, int src_row, std::vector<std::uint32_t>& dest, int dest_w, int dest_x, int dest_y) {
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const int SRC_X0 = src_col * tile_size;
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const int SRC_Y0 = src_row * tile_size;
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const auto TRANSPARENT = tileset.getTransparentColor();
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for (int y = 0; y < tile_size; ++y) {
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for (int x = 0; x < tile_size; ++x) {
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const auto IDX = tileset.getPixel(SRC_X0 + x, SRC_Y0 + y);
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if (IDX == TRANSPARENT) { continue; }
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const auto ARGB = tileset.getPaletteColor(IDX);
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const auto DST_OFFSET =
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(static_cast<std::size_t>(dest_y + y) * static_cast<std::size_t>(dest_w)) + static_cast<std::size_t>(dest_x + x);
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dest[DST_OFFSET] = ARGB;
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}
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}
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}
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} // namespace
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Tilemap::Tilemap(const std::string& yaml_path) {
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std::ifstream file(yaml_path);
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if (!file.is_open()) {
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throw std::runtime_error("Tilemap: no s'ha pogut obrir " + yaml_path);
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}
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auto yaml = fkyaml::node::deserialize(file);
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const auto TILESET_PATH = yaml["tileset"].get_value<std::string>();
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const auto TILE_SIZE = yaml["tile_size"].get_value<int>();
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if (yaml.contains("origin")) {
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origin_x_ = yaml["origin"][0].get_value<int>();
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origin_y_ = yaml["origin"][1].get_value<int>();
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}
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// Carreguem el tileset al cache (idempotent) i el pillem per accedir
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// als seus píxels i paleta. La paleta del tileset ve del GIF mateix.
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// Ens cal abans de la llegenda per saber quants tiles per fila té.
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const auto& cache_name = TILESET_PATH;
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Resource::Cache::get().loadSurface(cache_name, TILESET_PATH);
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const auto TILESET = Resource::Cache::get().getSurface(cache_name);
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const int TILESET_COLS = TILESET->getWidth() / TILE_SIZE;
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const auto LEGEND = parseLegend(yaml["legend"], TILESET_COLS);
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const auto LINES = splitLines(yaml["data"].get_value<std::string>());
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const int ROWS = static_cast<int>(LINES.size());
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const int COLS = ROWS > 0 ? static_cast<int>(LINES.front().size()) : 0;
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width_px_ = COLS * TILE_SIZE;
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height_px_ = ROWS * TILE_SIZE;
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pixels_.assign(
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static_cast<std::size_t>(width_px_) * static_cast<std::size_t>(height_px_),
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0U);
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for (int row = 0; row < ROWS; ++row) {
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const auto& line = LINES[row];
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for (int col = 0; col < COLS && col < static_cast<int>(line.size()); ++col) {
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const char SYMBOL = line[col];
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const auto IT = LEGEND.find(SYMBOL);
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if (IT == LEGEND.end()) { continue; }
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blitTile(*TILESET, TILE_SIZE, IT->second.first, IT->second.second, pixels_, width_px_, col * TILE_SIZE, row * TILE_SIZE);
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}
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}
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std::cout << "Tilemap: " << COLS << "x" << ROWS << " tiles ("
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<< width_px_ << "x" << height_px_ << " px) des de " << yaml_path << '\n';
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}
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void Tilemap::render() const {
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auto& screen = Screen::get();
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auto* canvas = screen.getCanvasArgb();
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const int CANVAS_W = screen.getCanvasWidth();
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const int CANVAS_H = screen.getCanvasHeight();
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// Clipping de files: només pintem les que cauen dins del canvas.
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const int Y_START = std::max(0, -origin_y_);
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const int Y_END = std::min(height_px_, CANVAS_H - origin_y_);
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const int X_START = std::max(0, -origin_x_);
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const int X_END = std::min(width_px_, CANVAS_W - origin_x_);
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for (int y = Y_START; y < Y_END; ++y) {
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const auto* src_row = &pixels_[static_cast<std::size_t>(y) * static_cast<std::size_t>(width_px_)];
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auto* dst_row =
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&canvas[(static_cast<std::size_t>(origin_y_ + y) * static_cast<std::size_t>(CANVAS_W)) + static_cast<std::size_t>(origin_x_)];
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for (int x = X_START; x < X_END; ++x) {
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const auto PIXEL = src_row[x];
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if ((PIXEL & 0xFF000000U) != 0U) { dst_row[x] = PIXEL; }
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}
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}
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}
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