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aee-arcade/source/game/editor/editor.cpp
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#include "game/editor/editor.hpp"
#ifdef _DEBUG
#include <SDL3/SDL.h>
#include <algorithm>
#include <sstream>
#include "core/input/key_config.hpp"
#include "core/locale/locale.hpp"
#include "core/rendering/hud_constants.hpp"
#include "core/rendering/notification_presets.hpp"
#include "core/rendering/screen.hpp"
#include "core/rendering/surface.hpp"
#include "core/rendering/text.hpp"
#include "core/resources/resource_cache.hpp"
#include "core/resources/resource_helper.hpp"
#include "core/system/event_buffer.hpp"
#include "core/ui/ui_config.hpp"
#include "external/fkyaml_node.hpp"
#include "game/editor/editor_config.hpp"
#include "game/entities/entity.hpp"
#include "game/entities/entity_factory.hpp"
#include "game/entities/entity_loader.hpp"
#include "game/entities/entity_manager.hpp"
#include "game/entities/entity_writer.hpp"
#include "game/levels/level_manager.hpp"
#include "game/map/map.hpp"
#include "game/map/tilemap.hpp"
#include "utils/defaults.hpp"
#include "utils/defines.hpp"
namespace {
// Gruix del border 1 px del picker: reservat dins del rectangle perquè
// no envaeixi els tiles ni se surti fora de la caixa. La cella efectiva
// de cada tile té `pitch = tile_size + spacing` i la graella s'inicia
// un píxel cap dins de cada vora.
constexpr int PICKER_BORDER = 1;
// Geometria del TilePicker en espai canvas. `cols × rows_visible` tiles
// encapsulats dins d'un rectangle amb `picker.margin` per vora i un
// border 1 px que el delimita. Si el tileset cap en amplada (la suma
// de tiles + spacing + border ≤ INNER_W), en respectem la graella
// natural — els tiles surten ordenats igual que al GIF; si no,
// linealitzem els índexs en una graella més ampla que sí cap. Quan el
// contingut cap sense scroll, la caixa s'arrossega a alçada mínima i
// es centra verticalment dins de l'àrea interna.
struct PickerLayout {
int x{0};
int y{0};
int w{0};
int h{0};
int cols{0};
int rows_visible{0};
int tile_size{0};
int spacing{0};
int pitch{0}; // tile_size + spacing — pas entre orígens de tiles veïns.
int total_tiles{0};
int max_scroll{0};
};
auto layoutPicker(const Tilemap& tm) -> PickerLayout {
PickerLayout lay{};
lay.tile_size = tm.getTileSize();
lay.spacing = std::max(0, EditorConfig::get().pickerSpacing());
lay.pitch = lay.tile_size + lay.spacing;
const int M = EditorConfig::get().pickerMargin();
const int INNER_W = GameCanvas::WIDTH - (2 * M);
const int INNER_H = GameCanvas::HEIGHT - (2 * M);
if (lay.tile_size <= 0 || lay.pitch <= 0) { return lay; }
// Espai útil per a tiles, descomptat el border 1 px de cada vora.
// Inversió de N·ts + (N-1)·spacing ≤ AVAIL → N ≤ (AVAIL+spacing)/pitch.
const int AVAIL_W = INNER_W - (2 * PICKER_BORDER);
const int AVAIL_H = INNER_H - (2 * PICKER_BORDER);
const int MAX_COLS = std::max(0, (AVAIL_W + lay.spacing) / lay.pitch);
const int MAX_ROWS = std::max(0, (AVAIL_H + lay.spacing) / lay.pitch);
int tcols = 0;
const auto TILESET = Resource::Cache::get().getSurface(tm.getTilesetPath());
if (TILESET != nullptr) {
tcols = TILESET->getWidth() / lay.tile_size;
const int TROWS = TILESET->getHeight() / lay.tile_size;
lay.total_tiles = tcols * TROWS;
}
// Com que els índexs del tileset són row-major (idx = row·TCOLS + col),
// fer servir cols = TCOLS reprodueix exactament la disposició del GIF.
const bool FITS_W = (tcols > 0 && tcols <= MAX_COLS);
lay.cols = FITS_W ? tcols : MAX_COLS;
const int TOTAL_ROWS = (lay.cols > 0) ? ((lay.total_tiles + lay.cols - 1) / lay.cols) : 0;
// Si tot el contingut cap sense scroll, encongim la caixa a les
// files reals; així podem centrar-la verticalment.
lay.rows_visible = std::min(MAX_ROWS, TOTAL_ROWS);
lay.max_scroll = std::max(0, TOTAL_ROWS - lay.rows_visible);
// Mida real de la caixa: tiles + spacing intern + 1 px de border per cara.
const int TILES_W = (lay.cols > 0) ? ((lay.cols * lay.tile_size) + ((lay.cols - 1) * lay.spacing)) : 0;
const int TILES_H = (lay.rows_visible > 0) ? ((lay.rows_visible * lay.tile_size) + ((lay.rows_visible - 1) * lay.spacing)) : 0;
lay.w = TILES_W + (2 * PICKER_BORDER);
lay.h = TILES_H + (2 * PICKER_BORDER);
// Centrat horitzontal i vertical dins de l'àrea interna; quan el
// picker arriba a l'alçada màxima, el centrat vertical degenera a
// origen=M (no hi ha espai extra que repartir).
lay.x = M + ((INNER_W - lay.w) / 2);
lay.y = M + ((INNER_H - lay.h) / 2);
return lay;
}
// Origen (cantonada superior-esquerra) del tile a la cel·la (vc, vr)
// dins del picker. Centralitzat perquè render i hit-test no divergeixin.
auto pickerTileOrigin(const PickerLayout& lay, int vc, int vr) -> std::pair<int, int> {
const int PX = lay.x + PICKER_BORDER + (vc * lay.pitch);
const int PY = lay.y + PICKER_BORDER + (vr * lay.pitch);
return {PX, PY};
}
// Mida fixa de cada cel·la del picker d'entitats. Suficient per als
// sprites més grans del catàleg actual (door 48×32, sarc 48×32) sense
// escalar — el sprite es centra dins de la cel·la.
constexpr int ENTITY_CELL = 48;
// Geometria de l'EntityPicker. Anàloga a `PickerLayout` però amb
// cel·les fixes ENTITY_CELL × ENTITY_CELL: les entitats tenen
// dimensions diverses, així la rejilla queda visualment regular i
// el sprite es centra dins de la cel·la al render.
struct EntityPickerLayout {
int x{0};
int y{0};
int w{0};
int h{0};
int cols{0};
int rows_visible{0};
int spacing{0};
int pitch{0}; // ENTITY_CELL + spacing — pas entre cel·les veïnes.
int total_items{0};
int max_scroll{0};
};
auto layoutEntityPicker(int total_items) -> EntityPickerLayout {
EntityPickerLayout lay{};
lay.spacing = std::max(0, EditorConfig::get().pickerSpacing());
lay.pitch = ENTITY_CELL + lay.spacing;
const int M = EditorConfig::get().pickerMargin();
const int INNER_W = GameCanvas::WIDTH - (2 * M);
const int INNER_H = GameCanvas::HEIGHT - (2 * M);
lay.total_items = std::max(0, total_items);
if (lay.pitch <= 0 || lay.total_items == 0) { return lay; }
const int AVAIL_W = INNER_W - (2 * PICKER_BORDER);
const int AVAIL_H = INNER_H - (2 * PICKER_BORDER);
const int MAX_COLS = std::max(1, (AVAIL_W + lay.spacing) / lay.pitch);
const int MAX_ROWS = std::max(1, (AVAIL_H + lay.spacing) / lay.pitch);
lay.cols = std::min(MAX_COLS, lay.total_items);
const int TOTAL_ROWS = (lay.cols > 0) ? ((lay.total_items + lay.cols - 1) / lay.cols) : 0;
lay.rows_visible = std::min(MAX_ROWS, TOTAL_ROWS);
lay.max_scroll = std::max(0, TOTAL_ROWS - lay.rows_visible);
const int CELLS_W = (lay.cols * ENTITY_CELL) + ((lay.cols - 1) * lay.spacing);
const int CELLS_H = (lay.rows_visible > 0) ? ((lay.rows_visible * ENTITY_CELL) + ((lay.rows_visible - 1) * lay.spacing)) : 0;
lay.w = CELLS_W + (2 * PICKER_BORDER);
lay.h = CELLS_H + (2 * PICKER_BORDER);
lay.x = M + ((INNER_W - lay.w) / 2);
lay.y = M + ((INNER_H - lay.h) / 2);
return lay;
}
auto entityCellOrigin(const EntityPickerLayout& lay, int vc, int vr) -> std::pair<int, int> {
const int PX = lay.x + PICKER_BORDER + (vc * lay.pitch);
const int PY = lay.y + PICKER_BORDER + (vr * lay.pitch);
return {PX, PY};
}
} // namespace
void Editor::enter() {
if (active_) { return; }
active_ = true;
// Estat de novella: tornem a Mode::TILE sense brush ni picker. Els
// brushs (tile/entity) i la selecció de la mà no es preserven entre
// sessions del editor: cada entrada parteix net.
mode_ = Mode::TILE;
picker_ = Picker::NONE;
brush_tile_ = -1;
brush_entity_.clear();
hand_selected_idx_ = -1;
ensureEditableEntities();
ensureHudFont();
Notification::notify(Locale::get().text("input.editor_on"));
}
void Editor::ensureHudFont() {
if (hud_font_ != nullptr) { return; }
const auto KEY = UiConfig::get().hudFont().name + ".gif";
auto surface = Resource::Cache::get().getSurface(KEY);
if (surface == nullptr) { return; }
hud_font_ = std::make_shared<Text>(surface, UiConfig::get().hudFont().fnt);
hud_font_->setDefaultKerning(UiConfig::get().hudFont().kerning);
}
void Editor::ensureEditableEntities() {
if (!editable_entities_.empty()) { return; }
// Recorrem tots els noms registrats al factory i ens quedem amb els
// que la seva plantilla YAML marca com a `editable: true`. Carreguem
// el surface al cache aquí mateix perquè render/picker el tinguen
// disponible sense fer I/O al pintat.
auto& cache = Resource::Cache::get();
auto names = EntityFactory::instance().registeredNames();
std::ranges::sort(names);
editable_entities_.reserve(names.size());
for (const auto& name : names) {
fkyaml::node tmpl;
try {
tmpl = EntityLoader::loadTemplate(name);
} catch (const std::exception&) {
continue;
}
if (!tmpl.contains("editable") || !tmpl["editable"].get_value<bool>()) { continue; }
if (!tmpl.contains("sprite")) { continue; }
const auto& sp = tmpl["sprite"];
if (!sp.contains("path") || !sp.contains("size")) { continue; }
const auto SPRITE_PATH = "data/entities/" + name + "/" + sp["path"].get_value<std::string>();
const auto SIZE = sp["size"];
if (!SIZE.is_sequence() || SIZE.size() < 2) { continue; }
const int FRAME_W = SIZE[0].get_value<int>();
const int FRAME_H = SIZE[1].get_value<int>();
auto surface = cache.getSurface(SPRITE_PATH);
if (surface == nullptr) {
cache.loadSurface(SPRITE_PATH, SPRITE_PATH);
surface = cache.getSurface(SPRITE_PATH);
}
if (surface == nullptr) { continue; }
editable_entities_.push_back({.name = name, .sprite = surface, .frame_w = FRAME_W, .frame_h = FRAME_H});
}
}
namespace {
auto countByName(const EntityManager& entities, std::string_view name) -> int {
const auto LIST = entities.getEntities();
return static_cast<int>(std::ranges::count_if(LIST,
[name](const Entity* e) { return e->getName() == name; }));
}
auto levelIsValid(const EntityManager& entities) -> bool {
return countByName(entities, "door") == 1 && countByName(entities, "sarcophagus") >= 1;
}
// Reconstrueix els spawns del nivell des de l'estat viu del manager.
// Per cada entitat: extreu type i la posició adequada (`position`
// generic, `sarc_position` per a sarcs, cap per a `door`).
auto gatherSpawns(const EntityManager& entities) -> std::vector<EntityWriter::Spawn> {
std::vector<EntityWriter::Spawn> out;
const auto LIST = entities.getEntities();
out.reserve(LIST.size());
for (const auto* e : LIST) {
EntityWriter::Spawn s;
s.type = e->getName();
if (s.type == "sarcophagus") {
if (Map::pitch_x > 0 && Map::pitch_y > 0) {
const auto LOGICAL = e->getCollisionRect();
s.sarc_col = (static_cast<int>(LOGICAL.x) - Map::origin_x) / Map::pitch_x;
s.sarc_row = (static_cast<int>(LOGICAL.y) - Map::origin_y) / Map::pitch_y;
}
} else if (s.type != "door") {
if (Map::tile_size > 0) {
const auto R = e->getPixelRect();
s.col = (static_cast<int>(R.x) - Map::tilemap_origin_x) / Map::tile_size;
s.row = (static_cast<int>(R.y) - Map::tilemap_origin_y) / Map::tile_size;
}
}
out.push_back(std::move(s));
}
return out;
}
} // namespace
// cppcheck-suppress constParameterReference
// Tilemap& mutable per simetria amb `toggle()` i per futures
// invalidacions de caches d'edició, encara que `save()` sigui const.
void Editor::exit(Tilemap& tilemap, const EntityManager& entities) {
if (!active_) { return; }
// Constraint del nivell: cal exactament una porta i com a mínim un
// sarcòfag perquè la sala sigui jugable. Si no es compleix, ens
// quedem dins del editor i avisem; l'usuari ha d'arreglar-ho abans
// de poder eixir (i, per tant, persistir).
if (!levelIsValid(entities)) {
Notification::notify(Locale::get().text("input.editor_invalid_level"));
return;
}
active_ = false;
picker_ = Picker::NONE;
// El writer salva sempre sobre la sala actualment carregada (segons
// el LevelManager): així el "9" de l'editor desa el que tens davant,
// no una constant fixa. Resolem la ruta via Resource::Helper perquè
// en Debug el root de dades és AEE_SOURCE_DIR (ruta absoluta al repo),
// no el CWD; sense això, el writer obriria el path relatiu al CWD i
// fallaria si el binari no es llança des del repo root.
const auto ABS_PATH = Resource::Helper::resolve(Levels::LevelManager::get().currentPath());
const bool TILES_OK = tilemap.save(ABS_PATH);
const bool ENTITIES_OK = EntityWriter::saveEntitiesBlock(ABS_PATH, gatherSpawns(entities));
const bool SAVED = TILES_OK && ENTITIES_OK;
Notification::notify(Locale::get().text(SAVED ? "input.editor_off" : "input.editor_save_error"));
}
void Editor::toggle(Tilemap& tilemap, const EntityManager& entities) {
if (active_) {
exit(tilemap, entities);
} else {
enter();
}
}
auto Editor::applyHotkey(int scancode) -> bool {
const SDL_Scancode TILE_PICKER_SC = KeyConfig::get().scancode("editor_tile_picker");
const SDL_Scancode ENTITY_PICKER_SC = KeyConfig::get().scancode("editor_entity_picker");
const SDL_Scancode HAND_SC = KeyConfig::get().scancode("editor_hand");
if (TILE_PICKER_SC != SDL_SCANCODE_UNKNOWN && scancode == TILE_PICKER_SC) {
picker_ = (picker_ == Picker::TILE) ? Picker::NONE : Picker::TILE;
if (picker_ == Picker::TILE) { tile_picker_scroll_ = 0; }
return true;
}
if (ENTITY_PICKER_SC != SDL_SCANCODE_UNKNOWN && scancode == ENTITY_PICKER_SC) {
picker_ = (picker_ == Picker::ENTITY) ? Picker::NONE : Picker::ENTITY;
if (picker_ == Picker::ENTITY) { entity_picker_scroll_ = 0; }
return true;
}
if (HAND_SC != SDL_SCANCODE_UNKNOWN && scancode == HAND_SC) {
mode_ = Mode::HAND;
picker_ = Picker::NONE;
hand_selected_idx_ = -1;
return true;
}
// ESC només tanca el picker; fora d'ell, deixem que GlobalInputs el
// tracte per a la seva acció de confirmar-eixida.
if (picker_ != Picker::NONE && scancode == SDL_SCANCODE_ESCAPE) {
picker_ = Picker::NONE;
return true;
}
return false;
}
void Editor::handleHotkeys() {
// Consumim les pròpies abans que cap altre handler (GlobalInputs) les
// veja. La transició concreta de cada tecla viu a `applyHotkey`.
for (auto it = EventBuffer::events.begin(); it != EventBuffer::events.end();) {
const bool IS_KEY = (it->type == SDL_EVENT_KEY_DOWN);
if (IS_KEY && applyHotkey(it->key.scancode)) {
it = EventBuffer::events.erase(it);
} else {
++it;
}
}
}
void Editor::update(int /*delta_ms*/, Tilemap& tilemap, EntityManager& entities) {
if (!active_) { return; }
handleHotkeys();
// Posició del ratolí en coordenades del canvas (independent del
// zoom de finestra i del mode d'escalat).
float mouse_x = 0.0F;
float mouse_y = 0.0F;
SDL_GetMouseState(&mouse_x, &mouse_y);
const auto CP = Screen::get().windowToCanvas(mouse_x, mouse_y);
const int CX = static_cast<int>(CP.x);
const int CY = static_cast<int>(CP.y);
// Cursor → cel·la del tilemap. Comú a tots els modes amb mapa visible.
const int TS = tilemap.getTileSize();
const int MX = CX - tilemap.getOriginX();
const int MY = CY - tilemap.getOriginY();
cursor_col_ = -1;
cursor_row_ = -1;
if (TS > 0 && MX >= 0 && MY >= 0) {
const int C = MX / TS;
const int R = MY / TS;
if (C < tilemap.getCols() && R < tilemap.getRows()) {
cursor_col_ = C;
cursor_row_ = R;
}
}
// Dispatch: el picker, si està obert, té prioritat sobre el mode.
if (picker_ == Picker::TILE) {
updateTilePicker(tilemap, CX, CY);
} else if (picker_ == Picker::ENTITY) {
updateEntityPicker(CX, CY);
} else {
switch (mode_) {
case Mode::TILE:
updateTileBrush(tilemap, CX, CY);
break;
case Mode::ENTITY:
updateEntityBrush(entities, CX, CY);
break;
case Mode::HAND:
updateHand(entities, CX, CY);
break;
}
}
}
void Editor::updateTileBrush(Tilemap& tilemap, int /*canvas_x*/, int /*canvas_y*/) {
for (const auto& ev : EventBuffer::events) {
if (ev.type != SDL_EVENT_MOUSE_BUTTON_DOWN) { continue; }
if (ev.button.button == SDL_BUTTON_LEFT) {
if (brush_tile_ >= 0 && cursor_col_ >= 0 && cursor_row_ >= 0) {
tilemap.setTileAt(cursor_col_, cursor_row_, brush_tile_);
}
} else if (ev.button.button == SDL_BUTTON_RIGHT) {
brush_tile_ = -1;
}
}
}
namespace {
// Cel·la del tilemap → rect píxel d'una cel·la unitat.
auto tileCellRect(int col, int row, int tile_size) -> SDL_FRect {
return {
.x = static_cast<float>((col * tile_size) + Map::tilemap_origin_x),
.y = static_cast<float>((row * tile_size) + Map::tilemap_origin_y),
.w = static_cast<float>(tile_size),
.h = static_cast<float>(tile_size),
};
}
auto rectsOverlap(const SDL_FRect& a, const SDL_FRect& b) -> bool {
return a.x < b.x + b.w && b.x < a.x + a.w && a.y < b.y + b.h && b.y < a.y + a.h;
}
// Per a un sarc viu, recupera la seva (sarc_col, sarc_row) invertint
// `getCollisionRect` (que coincideix exactament amb `Map::getSarcRect`
// — vegeu placeSarcophagus). No necessitem getters específics al
// Sarcophagus: la geometria és reversible.
auto sarcGridFromRect(const SDL_FRect& rect) -> std::pair<int, int> {
if (Map::pitch_x <= 0 || Map::pitch_y <= 0) { return {-1, -1}; }
const int SC = (static_cast<int>(rect.x) - Map::origin_x) / Map::pitch_x;
const int SR = (static_cast<int>(rect.y) - Map::origin_y) / Map::pitch_y;
return {SC, SR};
}
// Cel·la del cursor → cel·la sarc (4×5). Retorna {-1,-1} si cau fora
// de la rejilla. Cap dependència de l'editor: pur càlcul de Map.
auto cursorToSarcCell(int cursor_col, int cursor_row) -> std::pair<int, int> {
if (Map::pitch_x <= 0 || Map::pitch_y <= 0) { return {-1, -1}; }
const int CURSOR_PX = (cursor_col * Map::tile_size) + Map::tilemap_origin_x;
const int CURSOR_PY = (cursor_row * Map::tile_size) + Map::tilemap_origin_y;
const int SC = (CURSOR_PX - Map::origin_x) / Map::pitch_x;
const int SR = (CURSOR_PY - Map::origin_y) / Map::pitch_y;
if (SC < 0 || SC >= Map::grid_cols || SR < 0 || SR >= Map::grid_rows) {
return {-1, -1};
}
return {SC, SR};
}
auto sarcAlreadyAt(const std::vector<Entity*>& existing, int sc, int sr) -> bool {
return std::ranges::any_of(existing, [sc, sr](const Entity* e) {
if (e->getName() != "sarcophagus") { return false; }
const auto [ESC, ESR] = sarcGridFromRect(e->getCollisionRect());
return ESC == sc && ESR == sr;
});
}
auto doorExists(const std::vector<Entity*>& existing) -> bool {
return std::ranges::any_of(existing, [](const Entity* e) { return e->getName() == "door"; });
}
auto cellOccupied(const std::vector<Entity*>& existing, const SDL_FRect& dest) -> bool {
return std::ranges::any_of(existing,
[&dest](const Entity* e) { return rectsOverlap(dest, e->getCollisionRect()); });
}
// Composa el spawn YAML per al brush actual. Retorna empty si el snap
// no és vàlid (fora de rejilla, solapament, o duplicat de porta).
auto buildSpawnYaml(const std::string& brush, int cursor_col, int cursor_row, const std::vector<Entity*>& existing) -> std::string {
std::ostringstream y;
y << "type: " << brush << '\n';
if (brush == "sarcophagus") {
const auto [SC, SR] = cursorToSarcCell(cursor_col, cursor_row);
if (SC < 0 || sarcAlreadyAt(existing, SC, SR)) { return {}; }
y << "sarc_position: [" << SC << ", " << SR << "]\n";
return y.str();
}
if (brush == "door") {
if (doorExists(existing)) { return {}; }
return y.str();
}
const auto DEST = tileCellRect(cursor_col, cursor_row, Map::tile_size);
if (cellOccupied(existing, DEST)) { return {}; }
y << "position: [" << cursor_col << ", " << cursor_row << "]\n";
return y.str();
}
} // namespace
void Editor::updateEntityBrush(EntityManager& entities, int /*canvas_x*/, int /*canvas_y*/) {
for (const auto& ev : EventBuffer::events) {
if (ev.type != SDL_EVENT_MOUSE_BUTTON_DOWN) { continue; }
if (ev.button.button == SDL_BUTTON_LEFT) {
tryPlaceEntity(entities);
} else if (ev.button.button == SDL_BUTTON_RIGHT) {
// Click dret: descarta el brush però es queda en Mode::ENTITY.
// Per sortir cap a un altre mode, utilitza T (tile picker) o
// H (mà): manté la simetria amb el comportament del brush
// de tiles.
brush_entity_.clear();
}
}
}
namespace {
// Index de l'entitat sota el píxel donat. -1 si cap. Usem el rect de
// pintat (`getPixelRect`) i no el de col·lisió perquè el dissenyador
// espera "fer clic on es veu", encara que el cos físic sigui més
// estret (típic en sarc/porta amb falsa perspectiva).
auto entityAtPixel(const std::vector<Entity*>& list, int px, int py) -> int {
const auto FX = static_cast<float>(px);
const auto FY = static_cast<float>(py);
for (int i = static_cast<int>(list.size()) - 1; i >= 0; --i) {
const auto R = list[i]->getPixelRect();
if (FX >= R.x && FX < R.x + R.w && FY >= R.y && FY < R.y + R.h) { return i; }
}
return -1;
}
auto isDeleteKey(const SDL_Event& ev) -> bool {
if (ev.type != SDL_EVENT_KEY_DOWN) { return false; }
const auto SC = KeyConfig::get().scancode("editor_delete");
return SC != SDL_SCANCODE_UNKNOWN && ev.key.scancode == SC;
}
} // namespace
void Editor::updateHand(EntityManager& entities, int canvas_x, int canvas_y) {
const auto LIST = entities.getEntities();
hand_hover_idx_ = entityAtPixel(LIST, canvas_x, canvas_y);
if (hand_selected_idx_ >= static_cast<int>(LIST.size())) { hand_selected_idx_ = -1; }
for (const auto& ev : EventBuffer::events) {
const bool IS_MOUSE_DOWN = (ev.type == SDL_EVENT_MOUSE_BUTTON_DOWN);
if (IS_MOUSE_DOWN && ev.button.button == SDL_BUTTON_LEFT) {
handleHandLeftClick(entities);
} else if (IS_MOUSE_DOWN && ev.button.button == SDL_BUTTON_RIGHT) {
handleHandRightClick();
} else if (isDeleteKey(ev) && hand_selected_idx_ >= 0) {
deleteSelected(entities);
}
}
}
void Editor::handleHandLeftClick(EntityManager& entities) {
if (hand_selected_idx_ < 0) {
// Sense selecció: si pulsem sobre una entitat, seleccionem.
if (hand_hover_idx_ >= 0) { hand_selected_idx_ = hand_hover_idx_; }
return;
}
if (hand_hover_idx_ == hand_selected_idx_) {
// Mateixa entitat: deselecciona.
hand_selected_idx_ = -1;
return;
}
if (hand_hover_idx_ >= 0) {
// Una altra entitat: canvia la selecció.
hand_selected_idx_ = hand_hover_idx_;
return;
}
// Cel·la sense entitat: intenta moure-hi la seleccionada.
if (tryMoveSelected(entities)) { hand_selected_idx_ = -1; }
}
void Editor::handleHandRightClick() {
if (hand_selected_idx_ >= 0) {
hand_selected_idx_ = -1;
} else {
mode_ = Mode::TILE;
}
}
auto Editor::tryMoveSelected(EntityManager& entities) const -> bool {
if (hand_selected_idx_ < 0 || cursor_col_ < 0 || cursor_row_ < 0) { return false; }
auto list = entities.getEntities();
if (hand_selected_idx_ >= static_cast<int>(list.size())) { return false; }
auto* target = list[hand_selected_idx_];
const std::string TYPE = target->getName();
// Construïm el nou spawn excloent l'entitat que mou del check de
// solapaments: si no, sempre xocaria amb ella mateixa. Per a la
// porta, el "moviment" actualment és no-op (no portem encara la
// columna a YAML), així que el descartem amb claredat.
if (TYPE == "door") { return false; }
std::vector<Entity*> filtered;
filtered.reserve(list.size() - 1);
std::ranges::copy_if(list, std::back_inserter(filtered), [target](const Entity* e) { return e != target; });
const auto STR = buildSpawnYaml(TYPE, cursor_col_, cursor_row_, filtered);
if (STR.empty()) { return false; }
if (!entities.removeEntity(target)) { return false; }
try {
auto node = fkyaml::node::deserialize(STR.begin(), STR.end());
return entities.addSpawn(node) != nullptr;
} catch (const std::exception&) {
return false;
}
}
void Editor::deleteSelected(EntityManager& entities) {
auto list = entities.getEntities();
if (hand_selected_idx_ < 0 || hand_selected_idx_ >= static_cast<int>(list.size())) { return; }
auto* target = list[hand_selected_idx_];
const auto NAME = target->getName();
// Bloqueig en-place: només denegem el borrat si convertiria el
// nivell en invàlid. Per a sarcs deixem baixar fins a 1; per a
// porta no deixem mai eliminar la única.
if (NAME == "door") {
Notification::notify(Locale::get().text("input.editor_keep_door"));
return;
}
if (NAME == "sarcophagus" && countByName(entities, "sarcophagus") <= 1) {
Notification::notify(Locale::get().text("input.editor_keep_sarc"));
return;
}
if (entities.removeEntity(target)) { hand_selected_idx_ = -1; }
}
void Editor::renderEditorHud(const EntityManager& entities) const {
if (hud_font_ == nullptr || Map::hud_h <= 0) { return; }
auto& screen = Screen::get();
const auto& pal = Resource::Cache::get().getPalette("ui");
screen.fillRect(0, 0, GameCanvas::WIDTH, Map::hud_h, pal[UiConfig::get().hudBg()]);
std::string mode_str;
switch (mode_) {
case Mode::TILE:
mode_str = "TILE";
break;
case Mode::ENTITY:
mode_str = "ENTITY";
break;
case Mode::HAND:
mode_str = "HAND";
break;
}
std::string brush_label;
std::string brush_value;
if (mode_ == Mode::TILE) {
brush_label = "BRUSH:";
brush_value = (brush_tile_ >= 0) ? std::to_string(brush_tile_) : "-";
} else if (mode_ == Mode::ENTITY) {
brush_label = "BRUSH:";
brush_value = brush_entity_.empty() ? "-" : brush_entity_;
} else {
const auto LIST = entities.getEntities();
brush_label = "SEL:";
brush_value = (hand_selected_idx_ >= 0 && hand_selected_idx_ < static_cast<int>(LIST.size()))
? LIST[hand_selected_idx_]->getName()
: "-";
}
const std::string COORD = (cursor_col_ >= 0)
? "(" + std::to_string(cursor_col_) + "," + std::to_string(cursor_row_) + ")"
: "(--,--)";
const auto LBL = UiConfig::get().hudLabel();
const auto VAL = UiConfig::get().hudValue();
const int KERN = UiConfig::get().hudFont().kerning;
const int Y = (Map::hud_h - Rendering::Hud::FONT_SIZE_PX) / 2;
int x = 2;
auto draw = [&](const std::string& s, std::uint8_t color) {
hud_font_->writeColored(x, Y, s, color, KERN);
x += hud_font_->length(s, KERN);
};
draw("MODE:", LBL);
draw(" " + mode_str, VAL);
draw(" " + brush_label, LBL);
draw(" " + brush_value, VAL);
draw(" " + COORD, VAL);
draw(" DOOR:", LBL);
draw(" " + std::to_string(countByName(entities, "door")), VAL);
draw(" SARCS:", LBL);
draw(" " + std::to_string(countByName(entities, "sarcophagus")), VAL);
}
void Editor::renderEntityFrame(const Entity& e, std::uint32_t argb) {
const auto R = e.getPixelRect();
auto& screen = Screen::get();
const auto X = static_cast<int>(R.x);
const auto Y = static_cast<int>(R.y);
const auto W = static_cast<int>(R.w);
const auto H = static_cast<int>(R.h);
if (W <= 0 || H <= 0) { return; }
screen.fillRect(X, Y, W, 1, argb);
screen.fillRect(X, Y + H - 1, W, 1, argb);
screen.fillRect(X, Y, 1, H, argb);
screen.fillRect(X + W - 1, Y, 1, H, argb);
}
auto Editor::tryPlaceEntity(EntityManager& entities) -> bool {
if (brush_entity_.empty() || cursor_col_ < 0 || cursor_row_ < 0) { return false; }
const auto STR = buildSpawnYaml(brush_entity_, cursor_col_, cursor_row_, entities.getEntities());
if (STR.empty()) { return false; }
try {
auto node = fkyaml::node::deserialize(STR.begin(), STR.end());
return entities.addSpawn(node) != nullptr;
} catch (const std::exception&) {
return false;
}
}
void Editor::updateEntityPicker(int canvas_x, int canvas_y) {
const auto LAY = layoutEntityPicker(static_cast<int>(editable_entities_.size()));
entity_picker_hover_ = -1;
const int INNER_X = LAY.x + PICKER_BORDER;
const int INNER_Y = LAY.y + PICKER_BORDER;
const int RX = canvas_x - INNER_X;
const int RY = canvas_y - INNER_Y;
if (RX >= 0 && RY >= 0 && LAY.pitch > 0 && LAY.cols > 0) {
const int VC = RX / LAY.pitch;
const int VR = RY / LAY.pitch;
const bool IN_SPACING_X = (RX % LAY.pitch) >= ENTITY_CELL;
const bool IN_SPACING_Y = (RY % LAY.pitch) >= ENTITY_CELL;
if (!IN_SPACING_X && !IN_SPACING_Y && VC < LAY.cols && VR < LAY.rows_visible) {
const int IDX = ((entity_picker_scroll_ + VR) * LAY.cols) + VC;
if (IDX < LAY.total_items) { entity_picker_hover_ = IDX; }
}
}
for (const auto& ev : EventBuffer::events) {
if (ev.type == SDL_EVENT_MOUSE_WHEEL) {
entity_picker_scroll_ -= static_cast<int>(ev.wheel.y);
entity_picker_scroll_ = std::clamp(entity_picker_scroll_, 0, LAY.max_scroll);
} else if (ev.type == SDL_EVENT_MOUSE_BUTTON_DOWN && ev.button.button == SDL_BUTTON_LEFT) {
if (entity_picker_hover_ >= 0 && entity_picker_hover_ < static_cast<int>(editable_entities_.size())) {
brush_entity_ = editable_entities_[entity_picker_hover_].name;
mode_ = Mode::ENTITY;
picker_ = Picker::NONE;
}
}
}
}
void Editor::renderEntityPicker(const Tilemap& /*tilemap*/) const {
const auto LAY = layoutEntityPicker(static_cast<int>(editable_entities_.size()));
if (LAY.cols <= 0 || LAY.rows_visible <= 0) { return; }
auto& screen = Screen::get();
const auto& cfg = EditorConfig::get();
screen.fillRect(LAY.x, LAY.y, LAY.w, LAY.h, cfg.pickerBgArgb());
for (int vr = 0; vr < LAY.rows_visible; ++vr) {
const int LOGICAL_ROW = entity_picker_scroll_ + vr;
for (int vc = 0; vc < LAY.cols; ++vc) {
const int IDX = (LOGICAL_ROW * LAY.cols) + vc;
if (IDX >= LAY.total_items) { break; }
const auto& ent = editable_entities_[IDX];
const auto [PX, PY] = entityCellOrigin(LAY, vc, vr);
// Frame 0 del strip: clip [0,0] - [frame_w, frame_h] dins de
// la cel·la. Centrem el sprite si és més petit que la cel·la.
const int OX = PX + ((ENTITY_CELL - ent.frame_w) / 2);
const int OY = PY + ((ENTITY_CELL - ent.frame_h) / 2);
const SDL_FRect SRC{
.x = 0.0F,
.y = 0.0F,
.w = static_cast<float>(ent.frame_w),
.h = static_cast<float>(ent.frame_h),
};
ent.sprite->render(OX, OY, &SRC, SDL_FLIP_NONE);
}
}
if (entity_picker_hover_ >= 0) {
const int VR = (entity_picker_hover_ / LAY.cols) - entity_picker_scroll_;
const int VC = entity_picker_hover_ % LAY.cols;
if (VR >= 0 && VR < LAY.rows_visible) {
const auto [PX, PY] = entityCellOrigin(LAY, VC, VR);
const auto C = cfg.pickerHoverArgb();
screen.fillRect(PX, PY, ENTITY_CELL, 1, C);
screen.fillRect(PX, PY + ENTITY_CELL - 1, ENTITY_CELL, 1, C);
screen.fillRect(PX, PY, 1, ENTITY_CELL, C);
screen.fillRect(PX + ENTITY_CELL - 1, PY, 1, ENTITY_CELL, C);
}
}
const auto BORDER = cfg.borderArgb();
screen.fillRect(LAY.x, LAY.y, LAY.w, 1, BORDER);
screen.fillRect(LAY.x, LAY.y + LAY.h - 1, LAY.w, 1, BORDER);
screen.fillRect(LAY.x, LAY.y, 1, LAY.h, BORDER);
screen.fillRect(LAY.x + LAY.w - 1, LAY.y, 1, LAY.h, BORDER);
}
void Editor::updateTilePicker(const Tilemap& tilemap, int canvas_x, int canvas_y) {
const auto LAY = layoutPicker(tilemap);
tile_picker_hover_ = -1;
// Espai útil per als tiles dins de la caixa (descomptat el border 1 px).
const int INNER_X = LAY.x + PICKER_BORDER;
const int INNER_Y = LAY.y + PICKER_BORDER;
const int RX = canvas_x - INNER_X;
const int RY = canvas_y - INNER_Y;
if (RX >= 0 && RY >= 0 && LAY.tile_size > 0 && LAY.pitch > 0 && LAY.cols > 0) {
const int VC = RX / LAY.pitch;
const int VR = RY / LAY.pitch;
// Píxels de spacing entre cel·les: el clic cau a la "vora morta".
const bool IN_SPACING_X = (RX % LAY.pitch) >= LAY.tile_size;
const bool IN_SPACING_Y = (RY % LAY.pitch) >= LAY.tile_size;
if (!IN_SPACING_X && !IN_SPACING_Y && VC < LAY.cols && VR < LAY.rows_visible) {
const int IDX = ((tile_picker_scroll_ + VR) * LAY.cols) + VC;
if (IDX < LAY.total_tiles) { tile_picker_hover_ = IDX; }
}
}
for (const auto& ev : EventBuffer::events) {
if (ev.type == SDL_EVENT_MOUSE_WHEEL) {
tile_picker_scroll_ -= static_cast<int>(ev.wheel.y);
tile_picker_scroll_ = std::clamp(tile_picker_scroll_, 0, LAY.max_scroll);
} else if (ev.type == SDL_EVENT_MOUSE_BUTTON_DOWN && ev.button.button == SDL_BUTTON_LEFT) {
if (tile_picker_hover_ >= 0) {
brush_tile_ = tile_picker_hover_;
mode_ = Mode::TILE;
picker_ = Picker::NONE;
}
}
}
}
void Editor::render(const Tilemap& tilemap, const EntityManager& entities) const {
if (!active_) { return; }
auto& screen = Screen::get();
constexpr int W = GameCanvas::WIDTH;
constexpr int H = GameCanvas::HEIGHT;
if (picker_ == Picker::TILE) {
renderTilePicker(tilemap);
} else if (picker_ == Picker::ENTITY) {
renderEntityPicker(tilemap);
} else if (mode_ == Mode::TILE && brush_tile_ >= 0 && cursor_col_ >= 0 && cursor_row_ >= 0) {
// Preview del brush sota el cursor (només quan el picker és tancat).
const int PX = tilemap.getOriginX() + (cursor_col_ * tilemap.getTileSize());
const int PY = tilemap.getOriginY() + (cursor_row_ * tilemap.getTileSize());
tilemap.renderTilePreview(PX, PY, brush_tile_);
} else if (mode_ == Mode::HAND && picker_ == Picker::NONE) {
// Marcs d'entitat: hover (tenue) i selecció (brillant). El
// pickerHoverArgb el reusem com a "selecció brillant"; el
// border (tipus blau) com a "hover tenue".
const auto LIST = entities.getEntities();
const auto HOVER_ARGB = EditorConfig::get().borderArgb();
const auto SELECT_ARGB = EditorConfig::get().pickerHoverArgb();
if (hand_hover_idx_ >= 0 && hand_hover_idx_ < static_cast<int>(LIST.size()) && hand_hover_idx_ != hand_selected_idx_) {
renderEntityFrame(*LIST[hand_hover_idx_], HOVER_ARGB);
}
if (hand_selected_idx_ >= 0 && hand_selected_idx_ < static_cast<int>(LIST.size())) {
renderEntityFrame(*LIST[hand_selected_idx_], SELECT_ARGB);
}
}
// HUD d'edició: només quan no hi ha picker obert (no té sentit
// tapar el picker amb la franja). Es pinta abans del border per
// que la línia de vora quedi visible per damunt.
if (picker_ == Picker::NONE) {
renderEditorHud(entities);
}
const auto BORDER = EditorConfig::get().borderArgb();
screen.fillRect(0, 0, W, 1, BORDER);
screen.fillRect(0, H - 1, W, 1, BORDER);
screen.fillRect(0, 0, 1, H, BORDER);
screen.fillRect(W - 1, 0, 1, H, BORDER);
}
void Editor::renderTilePicker(const Tilemap& tilemap) const {
const auto LAY = layoutPicker(tilemap);
if (LAY.cols <= 0 || LAY.rows_visible <= 0) { return; }
auto& screen = Screen::get();
const auto& cfg = EditorConfig::get();
screen.fillRect(LAY.x, LAY.y, LAY.w, LAY.h, cfg.pickerBgArgb());
for (int vr = 0; vr < LAY.rows_visible; ++vr) {
const int LOGICAL_ROW = tile_picker_scroll_ + vr;
for (int vc = 0; vc < LAY.cols; ++vc) {
const int IDX = (LOGICAL_ROW * LAY.cols) + vc;
if (IDX >= LAY.total_tiles) { break; }
const auto [PX, PY] = pickerTileOrigin(LAY, vc, vr);
tilemap.renderTilePreview(PX, PY, IDX);
}
}
if (tile_picker_hover_ >= 0) {
const int VR = (tile_picker_hover_ / LAY.cols) - tile_picker_scroll_;
const int VC = tile_picker_hover_ % LAY.cols;
if (VR >= 0 && VR < LAY.rows_visible) {
const auto [PX, PY] = pickerTileOrigin(LAY, VC, VR);
const int TS = LAY.tile_size;
const auto C = cfg.pickerHoverArgb();
screen.fillRect(PX, PY, TS, 1, C);
screen.fillRect(PX, PY + TS - 1, TS, 1, C);
screen.fillRect(PX, PY, 1, TS, C);
screen.fillRect(PX + TS - 1, PY, 1, TS, C);
}
}
// Border 1 px del picker, dibuixat al damunt del fons i dels tiles
// perquè delimite clarament la caixa també quan hi ha tiles que
// arriben a la vora.
const auto BORDER = cfg.borderArgb();
screen.fillRect(LAY.x, LAY.y, LAY.w, 1, BORDER);
screen.fillRect(LAY.x, LAY.y + LAY.h - 1, LAY.w, 1, BORDER);
screen.fillRect(LAY.x, LAY.y, 1, LAY.h, BORDER);
screen.fillRect(LAY.x + LAY.w - 1, LAY.y, 1, LAY.h, BORDER);
}
#endif // _DEBUG