209 lines
8.1 KiB
C++
209 lines
8.1 KiB
C++
#ifdef _DEBUG
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#include "game/editor/tile_picker.hpp"
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#include <algorithm> // Para std::clamp, std::min
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/resources/resource_cache.hpp" // Para Resource::Cache
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#include "utils/defines.hpp" // Para Tile::SIZE, PlayArea
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#include "utils/utils.hpp" // Para stringToColor
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// Margen del borde alrededor del tileset (en pixels)
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static constexpr int BORDER_PAD = 3;
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// Abre el picker con un tileset
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void TilePicker::open(const std::string& tileset_name, int current_tile, int bg_color, int source_color, int target_color) {
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tileset_ = Resource::Cache::get()->getSurface(tileset_name);
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if (!tileset_) {
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open_ = false;
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return;
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}
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tileset_width_ = static_cast<int>(tileset_->getWidth()) / Tile::SIZE;
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tileset_height_ = static_cast<int>(tileset_->getHeight()) / Tile::SIZE;
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current_tile_ = current_tile;
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hover_tile_ = -1;
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scroll_y_ = 0;
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int tileset_px_w = tileset_width_ * Tile::SIZE;
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int tileset_px_h = tileset_height_ * Tile::SIZE;
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// Crear surface con borde: tileset + BORDER_PAD pixels a cada lado
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int frame_w = tileset_px_w + BORDER_PAD * 2;
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int frame_h = tileset_px_h + BORDER_PAD * 2;
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frame_surface_ = std::make_shared<Surface>(frame_w, frame_h);
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// Componer: fondo + borde + tileset (con sustitución de color opcional)
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{
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auto prev = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(frame_surface_);
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// Fondo: color personalizado o negro por defecto
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Uint8 fill_color = (bg_color >= 0) ? static_cast<Uint8>(bg_color) : stringToColor("black");
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frame_surface_->clear(fill_color);
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// Borde doble (bright_white + white)
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SDL_FRect outer = {.x = 0, .y = 0, .w = static_cast<float>(frame_w), .h = static_cast<float>(frame_h)};
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frame_surface_->drawRectBorder(&outer, stringToColor("bright_white"));
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SDL_FRect inner = {.x = 1, .y = 1, .w = static_cast<float>(frame_w - 2), .h = static_cast<float>(frame_h - 2)};
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frame_surface_->drawRectBorder(&inner, stringToColor("white"));
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// Tileset dentro del borde (con o sin sustitución de color)
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if (source_color >= 0 && target_color >= 0) {
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tileset_->renderWithColorReplace(BORDER_PAD, BORDER_PAD, static_cast<Uint8>(source_color), static_cast<Uint8>(target_color));
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} else {
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SDL_FRect dst_rect = {.x = static_cast<float>(BORDER_PAD), .y = static_cast<float>(BORDER_PAD), .w = static_cast<float>(tileset_px_w), .h = static_cast<float>(tileset_px_h)};
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tileset_->render(nullptr, &dst_rect);
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}
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Screen::get()->setRendererSurface(prev);
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}
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// Centrar en el play area
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offset_x_ = (PlayArea::WIDTH - frame_w) / 2;
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int offset_y = (PlayArea::HEIGHT - frame_h) / 2;
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if (offset_y < 0) { offset_y = 0; }
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// Área visible
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visible_height_ = PlayArea::HEIGHT;
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// Posición de destino del frame
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frame_dst_ = {.x = static_cast<float>(offset_x_), .y = static_cast<float>(offset_y), .w = static_cast<float>(frame_w), .h = static_cast<float>(frame_h)};
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// Si el frame es más alto que el play area, necesitará scroll
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if (frame_h > visible_height_) {
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frame_dst_.y = 0;
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// Scroll hasta el tile actual si está fuera de vista
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if (current_tile_ >= 0) {
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int tile_row = current_tile_ / tileset_width_;
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int tile_y_px = tile_row * Tile::SIZE;
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if (tile_y_px > visible_height_ / 2) {
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scroll_y_ = tile_y_px - visible_height_ / 2;
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}
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}
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}
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open_ = true;
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}
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// Cierra el picker
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void TilePicker::close() {
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open_ = false;
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tileset_.reset();
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frame_surface_.reset();
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}
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// Renderiza el picker
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void TilePicker::render() {
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if (!open_ || !frame_surface_) { return; }
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auto game_surface = Screen::get()->getRendererSurface();
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if (!game_surface) { return; }
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int frame_h = static_cast<int>(frame_dst_.h);
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if (frame_h <= visible_height_) {
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// El frame cabe entero: renderizar tal cual (flotando sobre el mapa)
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frame_surface_->render(nullptr, &frame_dst_);
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} else {
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// El frame no cabe: renderizar porción visible con scroll
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int max_scroll = frame_h - visible_height_;
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scroll_y_ = std::clamp(scroll_y_, 0, max_scroll);
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SDL_FRect src = {.x = 0, .y = static_cast<float>(scroll_y_), .w = frame_dst_.w, .h = static_cast<float>(visible_height_)};
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SDL_FRect dst = {.x = frame_dst_.x, .y = 0, .w = frame_dst_.w, .h = static_cast<float>(visible_height_)};
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frame_surface_->render(&src, &dst);
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}
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// Los highlights se dibujan directamente en game_surface (encima del frame)
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float tileset_screen_x = frame_dst_.x + BORDER_PAD;
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float tileset_screen_y = frame_dst_.y + BORDER_PAD - static_cast<float>(scroll_y_);
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// Highlight del tile bajo el cursor (blanco)
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if (hover_tile_ >= 0) {
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int col = hover_tile_ % tileset_width_;
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int row = hover_tile_ / tileset_width_;
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float hx = tileset_screen_x + static_cast<float>(col * Tile::SIZE);
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float hy = tileset_screen_y + static_cast<float>(row * Tile::SIZE);
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if (hy >= 0 && hy + Tile::SIZE <= visible_height_) {
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SDL_FRect highlight = {.x = hx, .y = hy, .w = static_cast<float>(Tile::SIZE), .h = static_cast<float>(Tile::SIZE)};
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game_surface->drawRectBorder(&highlight, stringToColor("bright_white"));
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}
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}
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// Highlight del tile actual (verde)
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if (current_tile_ >= 0) {
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int col = current_tile_ % tileset_width_;
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int row = current_tile_ / tileset_width_;
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float cx = tileset_screen_x + static_cast<float>(col * Tile::SIZE);
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float cy = tileset_screen_y + static_cast<float>(row * Tile::SIZE);
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if (cy >= 0 && cy + Tile::SIZE <= visible_height_) {
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SDL_FRect cur_rect = {.x = cx, .y = cy, .w = static_cast<float>(Tile::SIZE), .h = static_cast<float>(Tile::SIZE)};
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game_surface->drawRectBorder(&cur_rect, stringToColor("bright_green"));
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}
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}
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}
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// Maneja eventos del picker
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void TilePicker::handleEvent(const SDL_Event& event) {
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if (!open_) { return; }
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if (event.type == SDL_EVENT_MOUSE_MOTION) {
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updateMousePosition();
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}
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if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
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if (event.button.button == SDL_BUTTON_LEFT && hover_tile_ >= 0) {
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if (on_select) { on_select(hover_tile_); }
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close();
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} else if (event.button.button == SDL_BUTTON_RIGHT) {
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close();
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}
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}
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if (event.type == SDL_EVENT_MOUSE_WHEEL) {
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scroll_y_ -= static_cast<int>(event.wheel.y) * Tile::SIZE * 2;
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int max_scroll = static_cast<int>(frame_dst_.h) - visible_height_;
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if (max_scroll < 0) { max_scroll = 0; }
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scroll_y_ = std::clamp(scroll_y_, 0, max_scroll);
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updateMousePosition();
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}
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_ESCAPE) {
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close();
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}
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}
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// Calcula qué tile está bajo el cursor
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void TilePicker::updateMousePosition() {
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float mouse_x = 0.0F;
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float mouse_y = 0.0F;
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SDL_GetMouseState(&mouse_x, &mouse_y);
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float render_x = 0.0F;
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float render_y = 0.0F;
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SDL_RenderCoordinatesFromWindow(Screen::get()->getRenderer(), mouse_x, mouse_y, &render_x, &render_y);
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SDL_FRect dst_rect = Screen::get()->getGameSurfaceDstRect();
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float game_x = render_x - dst_rect.x;
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float game_y = render_y - dst_rect.y;
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// Coordenada relativa al tileset (dentro del frame, con scroll)
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float tileset_x = game_x - frame_dst_.x - BORDER_PAD;
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float tileset_y = game_y - frame_dst_.y - BORDER_PAD + static_cast<float>(scroll_y_);
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int tile_x = static_cast<int>(tileset_x) / Tile::SIZE;
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int tile_y = static_cast<int>(tileset_y) / Tile::SIZE;
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if (tileset_x >= 0 && tile_x >= 0 && tile_x < tileset_width_ &&
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tileset_y >= 0 && tile_y >= 0 && tile_y < tileset_height_) {
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hover_tile_ = tile_y * tileset_width_ + tile_x;
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} else {
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hover_tile_ = -1;
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}
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}
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#endif // _DEBUG
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