guardat dels canvis en la habitacio

This commit is contained in:
2026-04-02 11:10:03 +02:00
parent b31346830f
commit a6fae7b001
10 changed files with 796 additions and 65 deletions

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@@ -99,6 +99,7 @@ set(APP_SOURCES
# Game - Editor (debug only, guarded by #ifdef _DEBUG in source)
source/game/editor/map_editor.cpp
source/game/editor/editor_statusbar.cpp
source/game/editor/room_saver.cpp
# Game - UI
source/game/ui/console.cpp

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@@ -215,9 +215,9 @@ categories:
- keyword: EDIT
handler: cmd_edit
description: "Map editor mode (GAME only)"
usage: "EDIT [ON|OFF|SAVE]"
usage: "EDIT [ON|OFF|REVERT]"
completions:
EDIT: [ON, OFF, SAVE]
EDIT: [ON, OFF, REVERT]
- name: CHEATS
commands:

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@@ -1,58 +1,568 @@
# VOID MAIN
enemies:
-
animation: code.yaml
boundaries:
position1:
x: 5
y: 10
position2:
x: 14
y: 10
color: yellow
position:
x: 12
y: 10
velocity:
x: 24.0
y: 0
items:
-
counter: 1
position:
x: 21
y: 13
tile: 42
tileSetFile: items.gif
room:
name_en: "VOID MAIN"
name_ca: "VOID MAIN"
bgColor: black
border: magenta
tileSetFile: standard.gif
# Conexiones de la habitación (null = sin conexión)
connections:
up: null
down: null
left: 02.yaml
right: null
# Colores de los objetos
up: null
conveyorBelt: left
itemColor1: bright_cyan
itemColor2: yellow
# Dirección de la cinta transportadora: left, none, right
conveyorBelt: left
# Tilemap: 16 filas × 32 columnas (256×192 píxeles @ 8px/tile)
# Índices de tiles (-1 = vacío)
name_ca: VOID MAIN
name_en: VOID MAIN
tileSetFile: standard.gif
tilemap:
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, 252, -1, -1, 504, 24, 24, 24, 24, 24, 24, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, 24, -1, -1, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 504, -1, -1, -1, -1, -1, -1, -1, 24, 24, 24, -1, -1, -1, 24, 24]
- [24, 24, -1, -1, -1, -1, -1, -1, -1, 252, 252, 252, 252, 252, 252, 252, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 24, 24]
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 134, 24]
- [-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, 440, 440, 440, 440, -1, -1, -1, -1, -1, -1, -1, -1, 134, 24]
- [24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24, 24]
# Enemigos en esta habitación
enemies:
- animation: code.yaml
position: {x: 3, y: 2}
velocity: {x: 24.0, y: 0}
boundaries:
position1: {x: 3, y: 2}
position2: {x: 27, y: 2}
color: yellow
# Objetos en esta habitación
items:
- tileSetFile: items.gif
tile: 42
position: {x: 21, y: 13}
counter: 1
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- -1
- -1
- 504
- 24
- 24
- 24
- 24
- 24
- 24
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 504
- -1
- 24
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 504
- -1
- -1
- 24
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 504
- -1
- -1
- -1
- 24
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 504
- -1
- -1
- -1
- -1
- 24
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 504
- -1
- -1
- -1
- -1
- -1
- 24
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 504
- -1
- -1
- -1
- -1
- -1
- -1
- 24
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 504
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 24
- 24
- 24
- -1
- -1
- -1
- 24
- 24
-
- 24
- 24
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 252
- 252
- 252
- 252
- 252
- 252
- 252
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 24
- 24
-
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
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- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 134
- 24
-
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 440
- 440
- 440
- 440
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- -1
- 134
- 24
-
- 24
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- 24

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@@ -11,7 +11,9 @@
#include "core/rendering/screen.hpp" // Para Screen
#include "core/rendering/surface.hpp" // Para Surface
#include "core/resources/resource_cache.hpp" // Para Resource::Cache
#include "core/resources/resource_list.hpp" // Para Resource::List
#include "game/editor/editor_statusbar.hpp" // Para EditorStatusBar
#include "game/editor/room_saver.hpp" // Para RoomSaver
#include "game/entities/player.hpp" // Para Player
#include "game/gameplay/enemy_manager.hpp" // Para EnemyManager
#include "game/gameplay/item_manager.hpp" // Para ItemManager
@@ -51,12 +53,19 @@ void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player
room_path_ = room_path;
scoreboard_data_ = std::move(scoreboard_data);
// Cargar una copia de los datos de la habitación (para boundaries y edición futura)
// Cargar una copia de los datos de la habitación (para boundaries y edición)
auto room_data_ptr = Resource::Cache::get()->getRoom(room_path);
if (room_data_ptr) {
room_data_ = *room_data_ptr;
}
// Obtener la ruta completa y cargar el YAML original (para edición parcial y backup)
file_path_ = Resource::List::get()->get(room_path_);
if (!file_path_.empty()) {
yaml_ = RoomSaver::loadYAML(file_path_);
yaml_backup_ = yaml_; // Copia profunda para revert
}
// Guardar estado de invencibilidad y forzarla
invincible_before_editor_ = Options::cheats.invincible;
Options::cheats.invincible = Options::Cheat::State::ENABLED;
@@ -95,6 +104,39 @@ void MapEditor::exit() {
std::cout << "MapEditor: OFF\n";
}
// Revierte todos los cambios al estado original
auto MapEditor::revert() -> std::string {
if (!active_) { return "Editor not active"; }
if (file_path_.empty()) { return "Error: No file path"; }
// Restaurar el YAML al backup original
yaml_ = yaml_backup_;
RoomSaver::saveYAML(file_path_, yaml_);
// Recargar room_data_ desde el backup
auto room_data_ptr = Resource::Cache::get()->getRoom(room_path_);
if (room_data_ptr) {
room_data_ = *room_data_ptr;
}
// Resetear los sprites vivos a las posiciones originales
room_->resetEnemyPositions(room_data_.enemies);
// Resetear items (recargar posiciones)
auto* item_mgr = room_->getItemManager();
for (int i = 0; i < item_mgr->getCount() && i < static_cast<int>(room_data_.items.size()); ++i) {
item_mgr->getItem(i)->setPosition(room_data_.items[i].x, room_data_.items[i].y);
}
return "Reverted to original";
}
// Auto-guarda los cambios puntuales al YAML tras soltar una entidad
void MapEditor::autosave() {
if (file_path_.empty()) { return; }
RoomSaver::saveYAML(file_path_, yaml_);
}
// Actualiza el editor
void MapEditor::update(float delta_time) {
// Mantener el ratón siempre visible
@@ -242,18 +284,22 @@ void MapEditor::handleMouseUp() {
const int SNAP_X = static_cast<int>(drag_.snap_x);
const int SNAP_Y = static_cast<int>(drag_.snap_y);
bool changed = false;
switch (drag_.target) {
case DragTarget::PLAYER:
player_->setDebugPosition(drag_.snap_x, drag_.snap_y);
player_->finalizeDebugTeleport();
// El jugador no se guarda en el YAML de la habitación (es dato de spawn global)
break;
case DragTarget::ENEMY_INITIAL:
// Actualizar datos mutables y posición del sprite vivo
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x = drag_.snap_x;
room_data_.enemies[IDX].y = drag_.snap_y;
room_->getEnemyManager()->getEnemy(IDX)->resetToInitialPosition(room_data_.enemies[IDX]);
RoomSaver::updateEnemyPosition(yaml_, IDX, drag_.snap_x, drag_.snap_y);
changed = true;
}
break;
@@ -261,6 +307,8 @@ void MapEditor::handleMouseUp() {
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x1 = SNAP_X;
room_data_.enemies[IDX].y1 = SNAP_Y;
RoomSaver::updateEnemyBound1(yaml_, IDX, SNAP_X, SNAP_Y);
changed = true;
}
break;
@@ -268,12 +316,16 @@ void MapEditor::handleMouseUp() {
if (IDX >= 0 && IDX < static_cast<int>(room_data_.enemies.size())) {
room_data_.enemies[IDX].x2 = SNAP_X;
room_data_.enemies[IDX].y2 = SNAP_Y;
RoomSaver::updateEnemyBound2(yaml_, IDX, SNAP_X, SNAP_Y);
changed = true;
}
break;
case DragTarget::ITEM:
if (IDX >= 0 && IDX < room_->getItemManager()->getCount()) {
room_->getItemManager()->getItem(IDX)->setPosition(drag_.snap_x, drag_.snap_y);
RoomSaver::updateItemPosition(yaml_, IDX, drag_.snap_x, drag_.snap_y);
changed = true;
}
break;
@@ -281,6 +333,11 @@ void MapEditor::handleMouseUp() {
break;
}
// Auto-guardar si hubo cambio
if (changed) {
autosave();
}
// Resetear estado de drag
drag_ = {};
}

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@@ -7,6 +7,7 @@
#include <memory> // Para shared_ptr, unique_ptr
#include <string> // Para string
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "game/entities/enemy.hpp" // Para Enemy::Data
#include "game/entities/item.hpp" // Para Item::Data
#include "game/entities/player.hpp" // Para Player::SpawnData
@@ -29,6 +30,7 @@ class MapEditor {
void update(float delta_time);
void render();
void handleEvent(const SDL_Event& event);
auto revert() -> std::string; // Revierte todos los cambios al estado original
private:
static MapEditor* instance_; // [SINGLETON] Objeto privado
@@ -59,8 +61,9 @@ class MapEditor {
void renderBoundaryMarker(float x, float y, Uint8 color); // Dibuja un marcador de boundary en una posición
void renderSelectionHighlight(); // Dibuja highlight del elemento seleccionado/arrastrado
void handleMouseDown(float game_x, float game_y); // Procesa click del ratón (hit test + inicio de drag)
void handleMouseUp(); // Procesa soltar el ratón (commit del drag)
void handleMouseUp(); // Procesa soltar el ratón (commit del drag + autosave)
void updateDrag(); // Actualiza la posición snapped durante el drag
void autosave(); // Guarda los cambios puntuales al YAML
static auto snapToGrid(float value) -> float; // Alinea un valor a la cuadrícula de 8x8
static auto pointInRect(float px, float py, const SDL_FRect& rect) -> bool; // Hit test punto en rectángulo
@@ -68,10 +71,14 @@ class MapEditor {
bool active_{false};
DragState drag_;
// Copia mutable de los datos de la habitación (para edición futura)
Room::Data room_data_;
Player::SpawnData player_spawn_;
std::string room_path_;
// Datos de la habitación
Room::Data room_data_; // Copia mutable (para boundaries y edición)
std::string room_path_; // Nombre del fichero (ej: "06.yaml")
std::string file_path_; // Ruta completa del fichero en disco
// YAML: nodo vivo (se edita parcialmente) y backup para revert
fkyaml::node yaml_; // Nodo YAML actual (editado parcialmente)
fkyaml::node yaml_backup_; // Backup del YAML original al entrar
// Referencias a objetos vivos (para rendering)
std::shared_ptr<Room> room_;

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@@ -0,0 +1,118 @@
#ifdef _DEBUG
#include "game/editor/room_saver.hpp"
#include <cmath> // Para std::round
#include <fstream> // Para ofstream
#include <iostream> // Para cout, cerr
#include "core/resources/resource_helper.hpp" // Para Resource::Helper
#include "utils/defines.hpp" // Para Tile::SIZE
// Carga el YAML original desde disco
auto RoomSaver::loadYAML(const std::string& file_path) -> fkyaml::node {
auto file_data = Resource::Helper::loadFile(file_path);
if (file_data.empty()) {
std::cerr << "RoomSaver: Cannot load " << file_path << "\n";
return {};
}
std::string content(file_data.begin(), file_data.end());
return fkyaml::node::deserialize(content);
}
// Guarda el nodo YAML completo a disco
auto RoomSaver::saveYAML(const std::string& file_path, const fkyaml::node& yaml) -> std::string {
std::string content = fkyaml::node::serialize(yaml);
std::ofstream file(file_path);
if (!file.is_open()) {
std::cerr << "RoomSaver: Cannot write to " << file_path << "\n";
return "Error: Cannot write to " + file_path;
}
file << content;
file.close();
const std::string FILE_NAME = file_path.substr(file_path.find_last_of("\\/") + 1);
std::cout << "RoomSaver: Saved " << FILE_NAME << "\n";
return "Saved " + FILE_NAME;
}
// Actualiza la posición inicial de un enemigo (pixels → tiles)
void RoomSaver::updateEnemyPosition(fkyaml::node& yaml, int index, float x, float y) {
if (!yaml.contains("enemies")) { return; }
auto& enemies = yaml["enemies"];
if (index < 0 || index >= static_cast<int>(enemies.size())) { return; }
auto& enemy = enemies[index];
int tile_x = static_cast<int>(std::round(x / Tile::SIZE));
int tile_y = static_cast<int>(std::round(y / Tile::SIZE));
if (!enemy.contains("position")) {
enemy["position"] = fkyaml::node::mapping();
}
enemy["position"]["x"] = tile_x;
enemy["position"]["y"] = tile_y;
}
// Actualiza boundary1 de un enemigo (pixels → tiles)
void RoomSaver::updateEnemyBound1(fkyaml::node& yaml, int index, int x, int y) {
if (!yaml.contains("enemies")) { return; }
auto& enemies = yaml["enemies"];
if (index < 0 || index >= static_cast<int>(enemies.size())) { return; }
auto& enemy = enemies[index];
int tile_x = x / Tile::SIZE;
int tile_y = y / Tile::SIZE;
if (!enemy.contains("boundaries")) {
enemy["boundaries"] = fkyaml::node::mapping();
}
auto& bounds = enemy["boundaries"];
if (!bounds.contains("position1")) {
bounds["position1"] = fkyaml::node::mapping();
}
bounds["position1"]["x"] = tile_x;
bounds["position1"]["y"] = tile_y;
}
// Actualiza boundary2 de un enemigo (pixels → tiles)
void RoomSaver::updateEnemyBound2(fkyaml::node& yaml, int index, int x, int y) {
if (!yaml.contains("enemies")) { return; }
auto& enemies = yaml["enemies"];
if (index < 0 || index >= static_cast<int>(enemies.size())) { return; }
auto& enemy = enemies[index];
int tile_x = x / Tile::SIZE;
int tile_y = y / Tile::SIZE;
if (!enemy.contains("boundaries")) {
enemy["boundaries"] = fkyaml::node::mapping();
}
auto& bounds = enemy["boundaries"];
if (!bounds.contains("position2")) {
bounds["position2"] = fkyaml::node::mapping();
}
bounds["position2"]["x"] = tile_x;
bounds["position2"]["y"] = tile_y;
}
// Actualiza la posición de un item (pixels → tiles)
void RoomSaver::updateItemPosition(fkyaml::node& yaml, int index, float x, float y) {
if (!yaml.contains("items")) { return; }
auto& items = yaml["items"];
if (index < 0 || index >= static_cast<int>(items.size())) { return; }
auto& item = items[index];
int tile_x = static_cast<int>(std::round(x / Tile::SIZE));
int tile_y = static_cast<int>(std::round(y / Tile::SIZE));
if (!item.contains("position")) {
item["position"] = fkyaml::node::mapping();
}
item["position"]["x"] = tile_x;
item["position"]["y"] = tile_y;
}
#endif // _DEBUG

View File

@@ -0,0 +1,36 @@
#pragma once
#ifdef _DEBUG
#include <string> // Para string
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "game/entities/enemy.hpp" // Para Enemy::Data
#include "game/entities/item.hpp" // Para Item::Data
#include "game/entities/player.hpp" // Para Player::SpawnData
/**
* @brief Edición parcial de archivos YAML de habitaciones
*
* Lee el YAML original, modifica solo los campos editados y serializa.
* Preserva todos los campos que no se editan (name_ca, comentarios del formato, etc.)
* Solo se usa en builds de debug (editor de mapas).
*/
class RoomSaver {
public:
RoomSaver() = delete;
// Carga el YAML original desde disco (llamar al entrar al editor)
static auto loadYAML(const std::string& file_path) -> fkyaml::node;
// Guarda el nodo YAML completo a disco
static auto saveYAML(const std::string& file_path, const fkyaml::node& yaml) -> std::string;
// Modificaciones puntuales sobre el nodo YAML (posiciones en pixels, se convierten a tiles)
static void updateEnemyPosition(fkyaml::node& yaml, int index, float x, float y);
static void updateEnemyBound1(fkyaml::node& yaml, int index, int x, int y);
static void updateEnemyBound2(fkyaml::node& yaml, int index, int x, int y);
static void updateItemPosition(fkyaml::node& yaml, int index, float x, float y);
};
#endif // _DEBUG

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@@ -26,6 +26,6 @@ namespace GameControl {
// Registradas por Game::Game() — control del editor de mapas
inline std::function<void()> enter_editor;
inline std::function<void()> exit_editor;
inline std::function<std::string()> save_editor;
inline std::function<std::string()> revert_editor;
} // namespace GameControl
#endif

View File

@@ -126,7 +126,9 @@ Game::Game(Mode mode)
GameControl::exit_editor = []() -> void {
MapEditor::get()->exit();
};
GameControl::save_editor = nullptr; // Se implementará en la fase 5
GameControl::revert_editor = []() -> std::string {
return MapEditor::get()->revert();
};
#endif
SceneManager::current = (mode_ == Mode::GAME) ? SceneManager::Scene::GAME : SceneManager::Scene::DEMO;
@@ -150,7 +152,7 @@ Game::~Game() {
if (MapEditor::get()->isActive()) { MapEditor::get()->exit(); }
GameControl::enter_editor = nullptr;
GameControl::exit_editor = nullptr;
GameControl::save_editor = nullptr;
GameControl::revert_editor = nullptr;
#endif
}

View File

@@ -630,7 +630,7 @@ static auto cmd_scene(const std::vector<std::string>& args) -> std::string {
return "Unknown scene: " + args[0];
}
// EDIT [ON|OFF|SAVE]
// EDIT [ON|OFF|REVERT]
static auto cmd_edit(const std::vector<std::string>& args) -> std::string {
if (args.empty() || args[0] == "ON") {
if (GameControl::enter_editor) {
@@ -646,13 +646,13 @@ static auto cmd_edit(const std::vector<std::string>& args) -> std::string {
}
return "Not in game";
}
if (args[0] == "SAVE") {
if (GameControl::save_editor) {
return GameControl::save_editor();
if (args[0] == "REVERT") {
if (GameControl::revert_editor) {
return GameControl::revert_editor();
}
return "Editor not active";
}
return "usage: edit [on|off|save]";
return "usage: edit [on|off|revert]";
}
#endif