`data` passa a ser una llista de files d'enters (tile index lineal), sense la indirecció `legend:` + símbols. Desapareix el límit implícit de ~60 tiles distints i el grid segueix llegint-se com a matriu visual gràcies al padding de 3 dígits. `-1` marca cel·la buida. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
119 lines
5.1 KiB
C++
119 lines
5.1 KiB
C++
#include "game/map/tilemap.hpp"
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#include <algorithm>
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#include <cstddef>
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#include <cstdint>
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#include <iostream>
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#include <stdexcept>
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#include <vector>
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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 "core/resources/resource_helper.hpp"
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#include "external/fkyaml_node.hpp"
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namespace {
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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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auto bytes = Resource::Helper::loadFile(yaml_path);
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if (bytes.empty()) {
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throw std::runtime_error("Tilemap: no s'ha pogut obrir " + yaml_path);
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}
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const auto* begin = reinterpret_cast<const char*>(bytes.data());
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const auto* end = begin + bytes.size();
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auto yaml = fkyaml::node::deserialize(begin, end);
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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 llegir `data` 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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// `data` és una seqüència de seqüències d'enters: cada fila és una
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// llista d'índexs lineals al tileset (esq→dre, dalt→baix). Un valor
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// negatiu (per convenció -1) deixa la cel·la buida (alpha=0).
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const auto& data = yaml["data"];
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if (!data.is_sequence() || data.empty()) {
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throw std::runtime_error("Tilemap: `data` buit o amb format incorrecte a " + yaml_path);
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}
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const int ROWS = static_cast<int>(data.size());
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const int COLS = static_cast<int>(data[0].size());
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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 = data[row];
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const int LINE_COLS = static_cast<int>(line.size());
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for (int col = 0; col < COLS && col < LINE_COLS; ++col) {
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const int INDEX = line[col].get_value<int>();
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if (INDEX < 0) { continue; }
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const int SRC_COL = INDEX % TILESET_COLS;
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const int SRC_ROW = INDEX / TILESET_COLS;
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blitTile(*TILESET, TILE_SIZE, SRC_COL, SRC_ROW, 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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// Màscara del canal alfa (els píxels transparents del tilemap queden
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// amb alpha=0 i cal mantenir el canvas sota visible).
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constexpr std::uint32_t ALPHA_MASK = 0xFF000000U;
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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 & ALPHA_MASK) != 0U) { dst_row[x] = PIXEL; }
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}
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}
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}
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