1692 lines
61 KiB
C++
1692 lines
61 KiB
C++
#ifdef _DEBUG
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#include "game/editor/map_editor.hpp"
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#include <SDL3/SDL.h>
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#include <cmath> // Para std::round
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#include <cstdio> // Para std::remove (borrar fichero)
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#include <fstream> // Para ifstream, ofstream
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#include <iostream> // Para cout
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#include <set> // Para set
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#include "core/input/mouse.hpp" // Para Mouse
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#include "core/rendering/render_info.hpp" // Para RenderInfo
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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 "core/resources/resource_list.hpp" // Para Resource::List
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#include "core/resources/resource_types.hpp" // Para RoomResource
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#include "game/editor/editor_statusbar.hpp" // Para EditorStatusBar
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#include "game/editor/room_saver.hpp" // Para RoomSaver
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#include "game/entities/player.hpp" // Para Player
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#include "game/game_control.hpp" // Para GameControl
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#include "game/gameplay/enemy_manager.hpp" // Para EnemyManager
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#include "game/gameplay/item_manager.hpp" // Para ItemManager
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#include "game/gameplay/room.hpp" // Para Room
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#include "game/options.hpp" // Para Options
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#include "game/ui/console.hpp" // Para Console
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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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// Singleton
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MapEditor* MapEditor::instance_ = nullptr;
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void MapEditor::init() {
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instance_ = new MapEditor();
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}
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void MapEditor::destroy() {
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delete instance_;
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instance_ = nullptr;
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}
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auto MapEditor::get() -> MapEditor* {
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return instance_;
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}
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// Constructor
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MapEditor::MapEditor() {
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loadSettings();
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}
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// Destructor
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MapEditor::~MapEditor() = default;
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// Carga las opciones del editor desde editor.yaml
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void MapEditor::loadSettings() {
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std::string path = Resource::List::get()->get("editor.yaml");
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if (path.empty()) { return; }
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std::ifstream file(path);
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if (!file.is_open()) { return; }
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std::string content((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
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file.close();
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try {
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auto yaml = fkyaml::node::deserialize(content);
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if (yaml.contains("grid")) { settings_.grid = yaml["grid"].get_value<bool>(); }
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if (yaml.contains("show_render_info")) { settings_.show_render_info = yaml["show_render_info"].get_value<bool>(); }
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if (yaml.contains("minimap_bg")) {
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if (yaml["minimap_bg"].is_string()) {
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settings_.minimap_bg = yaml["minimap_bg"].get_value<std::string>();
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} else if (yaml["minimap_bg"].is_integer()) {
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settings_.minimap_bg = std::to_string(yaml["minimap_bg"].get_value<int>());
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}
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}
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if (yaml.contains("minimap_conn")) {
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if (yaml["minimap_conn"].is_string()) {
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settings_.minimap_conn = yaml["minimap_conn"].get_value<std::string>();
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} else if (yaml["minimap_conn"].is_integer()) {
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settings_.minimap_conn = std::to_string(yaml["minimap_conn"].get_value<int>());
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}
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}
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} catch (...) {
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// Fichero corrupto o vacío, usar defaults
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}
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}
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// Guarda las opciones del editor a editor.yaml
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void MapEditor::saveSettings() {
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std::string path = Resource::List::get()->get("editor.yaml");
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if (path.empty()) { return; }
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std::ofstream file(path);
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if (!file.is_open()) { return; }
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file << "# Map Editor Settings\n";
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file << "grid: " << (settings_.grid ? "true" : "false") << "\n";
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file << "show_render_info: " << (settings_.show_render_info ? "true" : "false") << "\n";
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file << "minimap_bg: " << settings_.minimap_bg << "\n";
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file << "minimap_conn: " << settings_.minimap_conn << "\n";
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file.close();
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}
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// Muestra/oculta render info (persistente)
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auto MapEditor::showInfo(bool show) -> std::string {
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settings_.show_render_info = show;
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if (RenderInfo::get()->isActive() != show) {
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RenderInfo::get()->toggle();
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}
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saveSettings();
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return show ? "Info ON" : "Info OFF";
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}
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// Muestra/oculta grid (persistente)
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auto MapEditor::showGrid(bool show) -> std::string {
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settings_.grid = show;
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saveSettings();
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return show ? "Grid ON" : "Grid OFF";
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}
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// Parsea un color por nombre o índice numérico
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static auto parseColor(const std::string& value) -> Uint8 {
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try {
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return static_cast<Uint8>(std::stoi(value));
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} catch (...) { return stringToColor(value); }
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}
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void MapEditor::toggleMiniMap() {
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if (!mini_map_) {
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mini_map_ = std::make_unique<MiniMap>(parseColor(settings_.minimap_bg), parseColor(settings_.minimap_conn));
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mini_map_->on_navigate = [this](const std::string& room_name) {
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mini_map_visible_ = false;
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reenter_ = true;
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if (GameControl::exit_editor) { GameControl::exit_editor(); }
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if (GameControl::change_room && GameControl::change_room(room_name)) {
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if (GameControl::enter_editor) { GameControl::enter_editor(); }
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}
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};
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}
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mini_map_visible_ = !mini_map_visible_;
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if (mini_map_visible_) {
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// Reconstruir el minimapa (pueden haber cambiado rooms, conexiones, tiles)
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mini_map_ = std::make_unique<MiniMap>(parseColor(settings_.minimap_bg), parseColor(settings_.minimap_conn));
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mini_map_->on_navigate = [this](const std::string& room_name) {
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mini_map_visible_ = false;
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reenter_ = true;
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if (GameControl::exit_editor) { GameControl::exit_editor(); }
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if (GameControl::change_room && GameControl::change_room(room_name)) {
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if (GameControl::enter_editor) { GameControl::enter_editor(); }
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}
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};
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mini_map_->centerOnRoom(room_path_);
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}
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}
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auto MapEditor::setMiniMapBg(const std::string& color) -> std::string {
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settings_.minimap_bg = toLower(color);
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saveSettings();
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if (mini_map_) {
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mini_map_->rebuild(parseColor(settings_.minimap_bg), parseColor(settings_.minimap_conn));
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}
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return "minimap bg: " + settings_.minimap_bg;
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}
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auto MapEditor::setMiniMapConn(const std::string& color) -> std::string {
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settings_.minimap_conn = toLower(color);
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saveSettings();
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if (mini_map_) {
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mini_map_->rebuild(parseColor(settings_.minimap_bg), parseColor(settings_.minimap_conn));
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}
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return "minimap conn: " + settings_.minimap_conn;
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}
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// Entra en modo editor
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void MapEditor::enter(std::shared_ptr<Room> room, std::shared_ptr<Player> player, const std::string& room_path, std::shared_ptr<Scoreboard::Data> scoreboard_data) {
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if (active_) { return; }
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room_ = std::move(room);
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player_ = std::move(player);
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room_path_ = room_path;
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scoreboard_data_ = std::move(scoreboard_data);
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// Cargar una copia de los datos de la habitación (para boundaries y edición)
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auto room_data_ptr = Resource::Cache::get()->getRoom(room_path);
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if (room_data_ptr) {
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room_data_ = *room_data_ptr;
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}
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// Obtener la ruta completa y cargar el YAML original (para edición parcial y backup)
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file_path_ = Resource::List::get()->get(room_path_);
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if (!file_path_.empty()) {
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yaml_ = RoomSaver::loadYAML(file_path_);
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yaml_backup_ = yaml_; // Copia profunda para revert
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}
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if (!reenter_) {
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// Solo guardar estado previo en el primer enter (no en re-enter tras cambio de room)
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invincible_before_editor_ = Options::cheats.invincible;
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render_info_before_editor_ = RenderInfo::get()->isActive();
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}
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reenter_ = false;
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// Forzar invencibilidad
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Options::cheats.invincible = Options::Cheat::State::ENABLED;
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player_->setColor();
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// Aplicar el setting de render_info del editor
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if (settings_.show_render_info != RenderInfo::get()->isActive()) {
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RenderInfo::get()->toggle();
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}
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// Activar scope de la consola para el editor
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Console::get()->setScope("editor");
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// Resetear enemigos a su posición inicial (pueden haberse movido durante el gameplay)
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room_->resetEnemyPositions(room_data_.enemies);
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// Crear la barra de estado
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statusbar_ = std::make_unique<EditorStatusBar>(room_->getNumber(), room_->getName());
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// Resetear estado
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drag_ = {};
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selected_enemy_ = -1;
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selected_item_ = -1;
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brush_tile_ = NO_BRUSH;
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painting_ = false;
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active_ = true;
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std::cout << "MapEditor: ON (room " << room_path_ << ")\n";
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}
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// Sale del modo editor
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void MapEditor::exit() {
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if (!active_) { return; }
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active_ = false;
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if (!reenter_) {
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// Solo restaurar en el exit final (no en cambio de room)
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Options::cheats.invincible = invincible_before_editor_;
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player_->setColor();
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if (RenderInfo::get()->isActive() != render_info_before_editor_) {
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RenderInfo::get()->toggle();
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}
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}
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// Restaurar prompt y scope de la consola
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selected_enemy_ = -1;
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Console::get()->setPrompt("> ");
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Console::get()->setScope("debug");
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drag_ = {};
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statusbar_.reset();
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room_.reset();
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player_.reset();
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scoreboard_data_.reset();
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std::cout << "MapEditor: OFF\n";
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}
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// Revierte todos los cambios al estado original
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auto MapEditor::revert() -> std::string {
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if (!active_) { return "Editor not active"; }
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if (file_path_.empty()) { return "Error: No file path"; }
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// Restaurar el YAML original y reescribir el fichero
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yaml_ = yaml_backup_;
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auto room_data_ptr = Resource::Cache::get()->getRoom(room_path_);
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if (room_data_ptr) {
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room_data_ = *room_data_ptr;
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}
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RoomSaver::saveYAML(file_path_, yaml_, room_data_);
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// Resetear enemigos a posiciones originales
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room_->resetEnemyPositions(room_data_.enemies);
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// Resetear items (posiciones y colores)
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auto* item_mgr = room_->getItemManager();
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for (int i = 0; i < item_mgr->getCount() && i < static_cast<int>(room_data_.items.size()); ++i) {
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item_mgr->getItem(i)->setPosition(room_data_.items[i].x, room_data_.items[i].y);
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}
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room_->setItemColors(room_data_.item_color1, room_data_.item_color2);
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// Refrescar visuales de la habitación
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room_->setBgColor(room_data_.bg_color);
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Screen::get()->setBorderColor(stringToColor(room_data_.border_color));
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// Restaurar el tilemap completo
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for (int i = 0; i < static_cast<int>(room_data_.tile_map.size()); ++i) {
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room_->setTile(i, room_data_.tile_map[i]);
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}
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selected_enemy_ = -1;
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selected_item_ = -1;
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brush_tile_ = NO_BRUSH;
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return "Reverted to original";
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}
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// Auto-guarda al YAML tras soltar una entidad
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void MapEditor::autosave() {
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if (file_path_.empty()) { return; }
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// Sincronizar posiciones de items desde los sprites vivos a room_data_
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auto* item_mgr = room_->getItemManager();
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for (int i = 0; i < item_mgr->getCount() && i < static_cast<int>(room_data_.items.size()); ++i) {
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SDL_FPoint pos = item_mgr->getItem(i)->getPos();
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room_data_.items[i].x = pos.x;
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room_data_.items[i].y = pos.y;
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}
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RoomSaver::saveYAML(file_path_, yaml_, room_data_);
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}
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// Actualiza el editor
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void MapEditor::update(float delta_time) {
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// Mantener el ratón siempre visible
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SDL_ShowCursor();
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Mouse::last_mouse_move_time = SDL_GetTicks();
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// Actualizar animaciones de enemigos e items (sin mover enemigos)
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room_->updateEditorMode(delta_time);
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// Actualizar posición del ratón
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updateMousePosition();
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// Si estamos arrastrando, actualizar la posición snapped
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if (drag_.target != DragTarget::NONE) {
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updateDrag();
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}
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// Si estamos pintando tiles, pintar en la posición actual del ratón
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if (painting_ && brush_tile_ != NO_BRUSH) {
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int tile_index = mouse_tile_y_ * 32 + mouse_tile_x_;
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if (tile_index >= 0 && tile_index < static_cast<int>(room_data_.tile_map.size())) {
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if (room_data_.tile_map[tile_index] != brush_tile_) {
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room_data_.tile_map[tile_index] = brush_tile_;
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room_->setTile(tile_index, brush_tile_);
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}
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}
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}
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// Actualizar la barra de estado
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updateStatusBarInfo();
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if (statusbar_) {
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statusbar_->update(delta_time);
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}
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}
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// Renderiza el editor
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void MapEditor::render() {
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// El tilemap ya ha sido renderizado por Game::renderPlaying() antes de llamar aquí
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// Grid (debajo de todo)
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if (settings_.grid) {
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renderGrid();
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}
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// Renderizar los marcadores de boundaries y líneas de ruta (debajo de los sprites)
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renderEnemyBoundaries();
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// Renderizar entidades normales: enemigos (animados en posición inicial), items, jugador
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room_->renderEnemies();
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room_->renderItems();
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player_->render();
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// Renderizar highlight de selección (encima de los sprites)
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renderSelectionHighlight();
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// Tile picker o mini mapa (encima de todo en el play area)
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if (tile_picker_.isOpen()) {
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tile_picker_.render();
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} else if (mini_map_visible_ && mini_map_) {
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mini_map_->render(room_path_);
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}
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// Renderizar barra de estado del editor (reemplaza al scoreboard)
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if (statusbar_) {
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statusbar_->render();
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}
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}
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// Maneja eventos del editor
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void MapEditor::handleEvent(const SDL_Event& event) {
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// Si el tile picker está abierto, los eventos van a él
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if (tile_picker_.isOpen()) {
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tile_picker_.handleEvent(event);
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return;
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}
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// Si el mini mapa está visible, delegar eventos (ESC o M para cerrar)
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if (mini_map_visible_ && mini_map_) {
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if (event.type == SDL_EVENT_KEY_DOWN &&
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(event.key.key == SDLK_ESCAPE || event.key.key == SDLK_M) &&
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static_cast<int>(event.key.repeat) == 0) {
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mini_map_visible_ = false;
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return;
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}
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mini_map_->handleEvent(event, room_path_);
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return;
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}
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// ESC: desactivar brush
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_ESCAPE && brush_tile_ != NO_BRUSH) {
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brush_tile_ = NO_BRUSH;
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return;
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}
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// E: toggle borrador
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_E && static_cast<int>(event.key.repeat) == 0) {
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brush_tile_ = (brush_tile_ == ERASER_BRUSH) ? NO_BRUSH : ERASER_BRUSH;
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return;
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}
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// M: toggle mini mapa
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if (event.type == SDL_EVENT_KEY_DOWN && event.key.key == SDLK_M && static_cast<int>(event.key.repeat) == 0) {
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toggleMiniMap();
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return;
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}
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// Click derecho: abrir TilePicker del mapa
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if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN && event.button.button == SDL_BUTTON_RIGHT) {
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// Deseleccionar entidades
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selected_enemy_ = -1;
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selected_item_ = -1;
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// Tile bajo el cursor como tile actual del picker
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int tile_index = mouse_tile_y_ * 32 + mouse_tile_x_;
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int current = (tile_index >= 0 && tile_index < static_cast<int>(room_data_.tile_map.size()))
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? room_data_.tile_map[tile_index]
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: -1;
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tile_picker_.on_select = [this](int tile) {
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brush_tile_ = tile;
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};
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tile_picker_.open(room_->getTileSetFile(), current, stringToColor(room_data_.bg_color));
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return;
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}
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// Click izquierdo
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if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN && event.button.button == SDL_BUTTON_LEFT) {
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// Si hay brush activo y no hacemos hit en ninguna entidad → pintar
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if (brush_tile_ != NO_BRUSH) {
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// Comprobar si hay hit en alguna entidad primero
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bool hit_entity = false;
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SDL_FRect player_rect = player_->getRect();
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if (pointInRect(mouse_game_x_, mouse_game_y_, player_rect)) { hit_entity = true; }
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if (!hit_entity) {
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auto* enemy_mgr = room_->getEnemyManager();
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for (int i = 0; i < enemy_mgr->getCount() && !hit_entity; ++i) {
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if (pointInRect(mouse_game_x_, mouse_game_y_, enemy_mgr->getEnemy(i)->getRect())) { hit_entity = true; }
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}
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}
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if (!hit_entity) {
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auto* item_mgr = room_->getItemManager();
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for (int i = 0; i < item_mgr->getCount() && !hit_entity; ++i) {
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if (pointInRect(mouse_game_x_, mouse_game_y_, item_mgr->getItem(i)->getCollider())) { hit_entity = true; }
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}
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}
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if (!hit_entity) {
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// Pintar tile y entrar en modo painting
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painting_ = true;
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int tile_index = mouse_tile_y_ * 32 + mouse_tile_x_;
|
|
if (tile_index >= 0 && tile_index < static_cast<int>(room_data_.tile_map.size())) {
|
|
room_data_.tile_map[tile_index] = brush_tile_;
|
|
room_->setTile(tile_index, brush_tile_);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
handleMouseDown(mouse_game_x_, mouse_game_y_);
|
|
} else if (event.type == SDL_EVENT_MOUSE_BUTTON_UP && event.button.button == SDL_BUTTON_LEFT) {
|
|
if (painting_) {
|
|
painting_ = false;
|
|
autosave();
|
|
} else {
|
|
handleMouseUp();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Procesa click del ratón: hit test + inicio de drag
|
|
void MapEditor::handleMouseDown(float game_x, float game_y) {
|
|
// Prioridad de hit test: jugador → enemigos (initial) → enemigos (boundaries) → items
|
|
|
|
// Helper para iniciar drag
|
|
auto startDrag = [&](DragTarget target, int index, float entity_x, float entity_y) {
|
|
drag_.target = target;
|
|
drag_.index = index;
|
|
drag_.offset_x = game_x - entity_x;
|
|
drag_.offset_y = game_y - entity_y;
|
|
drag_.snap_x = entity_x;
|
|
drag_.snap_y = entity_y;
|
|
drag_.moved = false;
|
|
};
|
|
|
|
// 1. Hit test sobre el jugador (8x16)
|
|
SDL_FRect player_rect = player_->getRect();
|
|
if (pointInRect(game_x, game_y, player_rect)) {
|
|
startDrag(DragTarget::PLAYER, -1, player_rect.x, player_rect.y);
|
|
return;
|
|
}
|
|
|
|
// 2. Hit test sobre enemigos: posición inicial (usan el rect del sprite vivo)
|
|
auto* enemy_mgr = room_->getEnemyManager();
|
|
for (int i = 0; i < enemy_mgr->getCount(); ++i) {
|
|
SDL_FRect enemy_rect = enemy_mgr->getEnemy(i)->getRect();
|
|
if (pointInRect(game_x, game_y, enemy_rect)) {
|
|
startDrag(DragTarget::ENEMY_INITIAL, i, enemy_rect.x, enemy_rect.y);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// 3. Hit test sobre boundaries de enemigos (rectángulos 8x8 en las posiciones de room_data_)
|
|
for (int i = 0; i < static_cast<int>(room_data_.enemies.size()); ++i) {
|
|
const auto& ed = room_data_.enemies[i];
|
|
constexpr float SZ = static_cast<float>(Tile::SIZE);
|
|
|
|
SDL_FRect b1_rect = {.x = static_cast<float>(ed.x1), .y = static_cast<float>(ed.y1), .w = SZ, .h = SZ};
|
|
if (pointInRect(game_x, game_y, b1_rect)) {
|
|
startDrag(DragTarget::ENEMY_BOUND1, i, b1_rect.x, b1_rect.y);
|
|
return;
|
|
}
|
|
|
|
SDL_FRect b2_rect = {.x = static_cast<float>(ed.x2), .y = static_cast<float>(ed.y2), .w = SZ, .h = SZ};
|
|
if (pointInRect(game_x, game_y, b2_rect)) {
|
|
startDrag(DragTarget::ENEMY_BOUND2, i, b2_rect.x, b2_rect.y);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// 4. Hit test sobre items (8x8)
|
|
auto* item_mgr = room_->getItemManager();
|
|
for (int i = 0; i < item_mgr->getCount(); ++i) {
|
|
SDL_FRect item_rect = item_mgr->getItem(i)->getCollider();
|
|
if (pointInRect(game_x, game_y, item_rect)) {
|
|
startDrag(DragTarget::ITEM, i, item_rect.x, item_rect.y);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Click en el fondo: deseleccionar todo
|
|
selected_enemy_ = -1;
|
|
selected_item_ = -1;
|
|
}
|
|
|
|
// Procesa soltar el ratón: commit del drag
|
|
void MapEditor::handleMouseUp() {
|
|
if (drag_.target == DragTarget::NONE) { return; }
|
|
|
|
const int IDX = drag_.index;
|
|
|
|
// Si no se movió: fue un click → seleccionar/deseleccionar
|
|
if (!drag_.moved) {
|
|
if (drag_.target == DragTarget::ENEMY_INITIAL) {
|
|
selected_enemy_ = (selected_enemy_ == IDX) ? -1 : IDX;
|
|
selected_item_ = -1;
|
|
} else if (drag_.target == DragTarget::ITEM) {
|
|
selected_item_ = (selected_item_ == IDX) ? -1 : IDX;
|
|
selected_enemy_ = -1;
|
|
} else {
|
|
selected_enemy_ = -1;
|
|
selected_item_ = -1;
|
|
}
|
|
drag_ = {};
|
|
return;
|
|
}
|
|
|
|
// Hubo movimiento: commit del drag
|
|
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();
|
|
break;
|
|
|
|
case DragTarget::ENEMY_INITIAL:
|
|
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]);
|
|
selected_enemy_ = IDX; // Seleccionar el enemigo arrastrado
|
|
changed = true;
|
|
}
|
|
break;
|
|
|
|
case DragTarget::ENEMY_BOUND1:
|
|
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;
|
|
selected_enemy_ = IDX;
|
|
changed = true;
|
|
}
|
|
break;
|
|
|
|
case DragTarget::ENEMY_BOUND2:
|
|
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;
|
|
selected_enemy_ = IDX;
|
|
changed = true;
|
|
}
|
|
break;
|
|
|
|
case DragTarget::ITEM:
|
|
if (IDX >= 0 && IDX < room_->getItemManager()->getCount()) {
|
|
room_->getItemManager()->getItem(IDX)->setPosition(drag_.snap_x, drag_.snap_y);
|
|
selected_item_ = IDX;
|
|
selected_enemy_ = -1;
|
|
changed = true;
|
|
}
|
|
break;
|
|
|
|
case DragTarget::NONE:
|
|
break;
|
|
}
|
|
|
|
if (changed) { autosave(); }
|
|
drag_ = {};
|
|
}
|
|
|
|
// Actualiza la posición snapped durante el drag
|
|
void MapEditor::updateDrag() {
|
|
float raw_x = mouse_game_x_ - drag_.offset_x;
|
|
float raw_y = mouse_game_y_ - drag_.offset_y;
|
|
|
|
float new_snap_x = snapToGrid(raw_x);
|
|
float new_snap_y = snapToGrid(raw_y);
|
|
|
|
// Detectar si hubo movimiento real (el snap cambió respecto al inicio)
|
|
if (new_snap_x != drag_.snap_x || new_snap_y != drag_.snap_y) {
|
|
drag_.moved = true;
|
|
}
|
|
|
|
drag_.snap_x = new_snap_x;
|
|
drag_.snap_y = new_snap_y;
|
|
|
|
// Mientras arrastramos, mover la entidad visualmente a la posición snapped
|
|
switch (drag_.target) {
|
|
case DragTarget::PLAYER:
|
|
player_->setDebugPosition(drag_.snap_x, drag_.snap_y);
|
|
break;
|
|
|
|
case DragTarget::ENEMY_INITIAL:
|
|
if (drag_.index >= 0 && drag_.index < room_->getEnemyManager()->getCount()) {
|
|
// Mover el sprite vivo del enemigo durante el arrastre
|
|
auto& enemy = room_->getEnemyManager()->getEnemy(drag_.index);
|
|
Enemy::Data temp_data = room_data_.enemies[drag_.index];
|
|
temp_data.x = drag_.snap_x;
|
|
temp_data.y = drag_.snap_y;
|
|
enemy->resetToInitialPosition(temp_data);
|
|
}
|
|
break;
|
|
|
|
case DragTarget::ENEMY_BOUND1:
|
|
// Los boundaries se actualizan visualmente en renderEnemyBoundaries() via drag_.snap
|
|
break;
|
|
|
|
case DragTarget::ENEMY_BOUND2:
|
|
break;
|
|
|
|
case DragTarget::ITEM:
|
|
if (drag_.index >= 0 && drag_.index < room_->getItemManager()->getCount()) {
|
|
room_->getItemManager()->getItem(drag_.index)->setPosition(drag_.snap_x, drag_.snap_y);
|
|
}
|
|
break;
|
|
|
|
case DragTarget::NONE:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Dibuja highlight del elemento seleccionado/arrastrado
|
|
void MapEditor::renderSelectionHighlight() {
|
|
auto game_surface = Screen::get()->getRendererSurface();
|
|
if (!game_surface) { return; }
|
|
|
|
constexpr float SZ = static_cast<float>(Tile::SIZE);
|
|
|
|
// Highlight del enemigo seleccionado (persistente, color bright_green)
|
|
if (selected_enemy_ >= 0 && selected_enemy_ < room_->getEnemyManager()->getCount()) {
|
|
SDL_FRect enemy_rect = room_->getEnemyManager()->getEnemy(selected_enemy_)->getRect();
|
|
SDL_FRect border = {
|
|
.x = enemy_rect.x - 1,
|
|
.y = enemy_rect.y - 1,
|
|
.w = enemy_rect.w + 2,
|
|
.h = enemy_rect.h + 2};
|
|
game_surface->drawRectBorder(&border, stringToColor("bright_green"));
|
|
}
|
|
|
|
// Highlight del item seleccionado (persistente, color bright_green)
|
|
if (selected_item_ >= 0 && selected_item_ < room_->getItemManager()->getCount()) {
|
|
SDL_FRect item_rect = room_->getItemManager()->getItem(selected_item_)->getCollider();
|
|
SDL_FRect border = {
|
|
.x = item_rect.x - 1,
|
|
.y = item_rect.y - 1,
|
|
.w = item_rect.w + 2,
|
|
.h = item_rect.h + 2};
|
|
game_surface->drawRectBorder(&border, stringToColor("bright_green"));
|
|
}
|
|
|
|
// Highlight del drag activo (temporal, color bright_white)
|
|
if (drag_.target == DragTarget::NONE || !drag_.moved) { return; }
|
|
|
|
const Uint8 DRAG_COLOR = stringToColor("bright_white");
|
|
SDL_FRect highlight_rect{};
|
|
|
|
switch (drag_.target) {
|
|
case DragTarget::PLAYER:
|
|
highlight_rect = player_->getRect();
|
|
break;
|
|
case DragTarget::ENEMY_INITIAL:
|
|
if (drag_.index >= 0 && drag_.index < room_->getEnemyManager()->getCount()) {
|
|
highlight_rect = room_->getEnemyManager()->getEnemy(drag_.index)->getRect();
|
|
}
|
|
break;
|
|
case DragTarget::ENEMY_BOUND1:
|
|
case DragTarget::ENEMY_BOUND2:
|
|
highlight_rect = {.x = drag_.snap_x, .y = drag_.snap_y, .w = SZ, .h = SZ};
|
|
break;
|
|
case DragTarget::ITEM:
|
|
if (drag_.index >= 0 && drag_.index < room_->getItemManager()->getCount()) {
|
|
highlight_rect = room_->getItemManager()->getItem(drag_.index)->getCollider();
|
|
}
|
|
break;
|
|
case DragTarget::NONE:
|
|
return;
|
|
}
|
|
|
|
SDL_FRect border = {
|
|
.x = highlight_rect.x - 1,
|
|
.y = highlight_rect.y - 1,
|
|
.w = highlight_rect.w + 2,
|
|
.h = highlight_rect.h + 2};
|
|
game_surface->drawRectBorder(&border, DRAG_COLOR);
|
|
}
|
|
|
|
// Alinea un valor a la cuadrícula de 8x8
|
|
auto MapEditor::snapToGrid(float value) -> float {
|
|
return std::round(value / static_cast<float>(Tile::SIZE)) * static_cast<float>(Tile::SIZE);
|
|
}
|
|
|
|
// Hit test: punto dentro de rectángulo
|
|
auto MapEditor::pointInRect(float px, float py, const SDL_FRect& rect) -> bool {
|
|
return px >= rect.x && px < rect.x + rect.w && py >= rect.y && py < rect.y + rect.h;
|
|
}
|
|
|
|
// Dibuja marcadores de boundaries y líneas de ruta para los enemigos
|
|
void MapEditor::renderEnemyBoundaries() {
|
|
auto game_surface = Screen::get()->getRendererSurface();
|
|
if (!game_surface) { return; }
|
|
|
|
const Uint8 COLOR_BOUND1 = stringToColor("bright_cyan");
|
|
const Uint8 COLOR_BOUND2 = stringToColor("bright_yellow");
|
|
const Uint8 COLOR_ROUTE = stringToColor("bright_white");
|
|
|
|
for (int i = 0; i < static_cast<int>(room_data_.enemies.size()); ++i) {
|
|
const auto& enemy = room_data_.enemies[i];
|
|
constexpr float HALF = Tile::SIZE / 2.0F;
|
|
|
|
// Posiciones base (pueden estar siendo arrastradas)
|
|
float init_x = enemy.x;
|
|
float init_y = enemy.y;
|
|
float b1_x = static_cast<float>(enemy.x1);
|
|
float b1_y = static_cast<float>(enemy.y1);
|
|
float b2_x = static_cast<float>(enemy.x2);
|
|
float b2_y = static_cast<float>(enemy.y2);
|
|
|
|
// Si estamos arrastrando una boundary de este enemigo, usar la posición snapped
|
|
if (drag_.index == i) {
|
|
if (drag_.target == DragTarget::ENEMY_BOUND1) {
|
|
b1_x = drag_.snap_x;
|
|
b1_y = drag_.snap_y;
|
|
} else if (drag_.target == DragTarget::ENEMY_BOUND2) {
|
|
b2_x = drag_.snap_x;
|
|
b2_y = drag_.snap_y;
|
|
} else if (drag_.target == DragTarget::ENEMY_INITIAL) {
|
|
init_x = drag_.snap_x;
|
|
init_y = drag_.snap_y;
|
|
}
|
|
}
|
|
|
|
// Dibujar líneas de ruta
|
|
game_surface->drawLine(b1_x + HALF, b1_y + HALF, init_x + HALF, init_y + HALF, COLOR_ROUTE);
|
|
game_surface->drawLine(init_x + HALF, init_y + HALF, b2_x + HALF, b2_y + HALF, COLOR_ROUTE);
|
|
|
|
// Marcadores en las boundaries
|
|
renderBoundaryMarker(b1_x, b1_y, COLOR_BOUND1);
|
|
renderBoundaryMarker(b2_x, b2_y, COLOR_BOUND2);
|
|
}
|
|
}
|
|
|
|
// Dibuja un marcador de boundary (rectángulo pequeño) en una posición
|
|
void MapEditor::renderBoundaryMarker(float x, float y, Uint8 color) {
|
|
auto game_surface = Screen::get()->getRendererSurface();
|
|
if (!game_surface) { return; }
|
|
|
|
SDL_FRect marker = {.x = x, .y = y, .w = static_cast<float>(Tile::SIZE), .h = static_cast<float>(Tile::SIZE)};
|
|
game_surface->drawRectBorder(&marker, color);
|
|
}
|
|
|
|
// Convierte coordenadas de ventana a coordenadas de juego y tile
|
|
void MapEditor::updateMousePosition() {
|
|
float mouse_x = 0.0F;
|
|
float mouse_y = 0.0F;
|
|
SDL_GetMouseState(&mouse_x, &mouse_y);
|
|
|
|
float render_x = 0.0F;
|
|
float render_y = 0.0F;
|
|
SDL_RenderCoordinatesFromWindow(Screen::get()->getRenderer(), mouse_x, mouse_y, &render_x, &render_y);
|
|
|
|
SDL_FRect dst_rect = Screen::get()->getGameSurfaceDstRect();
|
|
mouse_game_x_ = render_x - dst_rect.x;
|
|
mouse_game_y_ = render_y - dst_rect.y;
|
|
|
|
// Convertir a coordenadas de tile (clampeadas al área de juego)
|
|
mouse_tile_x_ = static_cast<int>(mouse_game_x_) / Tile::SIZE;
|
|
mouse_tile_y_ = static_cast<int>(mouse_game_y_) / Tile::SIZE;
|
|
|
|
// Clampear a los límites del mapa
|
|
if (mouse_tile_x_ < 0) { mouse_tile_x_ = 0; }
|
|
if (mouse_tile_x_ >= PlayArea::WIDTH / Tile::SIZE) { mouse_tile_x_ = PlayArea::WIDTH / Tile::SIZE - 1; }
|
|
if (mouse_tile_y_ < 0) { mouse_tile_y_ = 0; }
|
|
if (mouse_tile_y_ >= PlayArea::HEIGHT / Tile::SIZE) { mouse_tile_y_ = PlayArea::HEIGHT / Tile::SIZE - 1; }
|
|
}
|
|
|
|
// Actualiza la información de la barra de estado
|
|
void MapEditor::updateStatusBarInfo() {
|
|
if (!statusbar_) { return; }
|
|
|
|
statusbar_->setMouseTile(mouse_tile_x_, mouse_tile_y_);
|
|
|
|
std::string line2;
|
|
std::string line3;
|
|
std::string line5;
|
|
|
|
// Helper para conexiones compactas
|
|
auto conn = [](const std::string& r) -> std::string {
|
|
if (r == "0" || r.empty()) { return "-"; }
|
|
return r.substr(0, r.find('.'));
|
|
};
|
|
|
|
// Info de drag activo (línea 5, junto a tile coords)
|
|
if (drag_.target != DragTarget::NONE && drag_.moved) {
|
|
switch (drag_.target) {
|
|
case DragTarget::PLAYER:
|
|
line5 = "dragging: player";
|
|
break;
|
|
case DragTarget::ENEMY_INITIAL:
|
|
line5 = "dragging: enemy " + std::to_string(drag_.index);
|
|
break;
|
|
case DragTarget::ENEMY_BOUND1:
|
|
line5 = "dragging: e" + std::to_string(drag_.index) + " bound1";
|
|
break;
|
|
case DragTarget::ENEMY_BOUND2:
|
|
line5 = "dragging: e" + std::to_string(drag_.index) + " bound2";
|
|
break;
|
|
case DragTarget::ITEM:
|
|
line5 = "dragging: item " + std::to_string(drag_.index);
|
|
break;
|
|
case DragTarget::NONE:
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Líneas 2-3 según selección
|
|
if (selected_enemy_ >= 0 && selected_enemy_ < static_cast<int>(room_data_.enemies.size())) {
|
|
// Enemigo seleccionado
|
|
const auto& e = room_data_.enemies[selected_enemy_];
|
|
std::string anim = e.animation_path;
|
|
auto dot = anim.rfind('.');
|
|
if (dot != std::string::npos) { anim = anim.substr(0, dot); }
|
|
|
|
line2 = "enemy " + std::to_string(selected_enemy_) + ": " + anim + " " + e.color;
|
|
line3 = "vx:" + std::to_string(static_cast<int>(e.vx)) +
|
|
" vy:" + std::to_string(static_cast<int>(e.vy));
|
|
if (e.flip) { line3 += " flip"; }
|
|
if (e.mirror) { line3 += " mirror"; }
|
|
} else if (selected_item_ >= 0 && selected_item_ < static_cast<int>(room_data_.items.size())) {
|
|
// Item seleccionado
|
|
const auto& it = room_data_.items[selected_item_];
|
|
line2 = "item " + std::to_string(selected_item_) + ": tile=" + std::to_string(it.tile) +
|
|
" counter=" + std::to_string(it.counter);
|
|
line3 = "tileset: " + it.tile_set_file;
|
|
} else {
|
|
// Propiedades de la habitación
|
|
std::string conv = "none";
|
|
if (room_data_.conveyor_belt_direction < 0) {
|
|
conv = "left";
|
|
} else if (room_data_.conveyor_belt_direction > 0) {
|
|
conv = "right";
|
|
}
|
|
|
|
line2 = "bg:" + room_data_.bg_color + " brd:" + room_data_.border_color + " conv:" + conv;
|
|
line3 = "u:" + conn(room_data_.upper_room) + " d:" + conn(room_data_.lower_room) +
|
|
" l:" + conn(room_data_.left_room) + " r:" + conn(room_data_.right_room) +
|
|
" itm:" + room_data_.item_color1 + "/" + room_data_.item_color2;
|
|
}
|
|
|
|
// Línea 4: brush activo
|
|
std::string line4;
|
|
if (brush_tile_ == ERASER_BRUSH) {
|
|
line4 = "brush: eraser (e)";
|
|
} else if (brush_tile_ != NO_BRUSH) {
|
|
line4 = "brush: tile " + std::to_string(brush_tile_);
|
|
}
|
|
|
|
statusbar_->setLine2(line2);
|
|
statusbar_->setLine3(line3);
|
|
statusbar_->setLine4(line4);
|
|
statusbar_->setLine5(line5);
|
|
|
|
// Actualizar el prompt de la consola según la selección
|
|
if (selected_enemy_ >= 0) {
|
|
Console::get()->setPrompt("enemy " + std::to_string(selected_enemy_) + "> ");
|
|
} else if (selected_item_ >= 0) {
|
|
Console::get()->setPrompt("item " + std::to_string(selected_item_) + "> ");
|
|
} else {
|
|
Console::get()->setPrompt("room> ");
|
|
}
|
|
}
|
|
|
|
// ¿Hay un enemigo seleccionado?
|
|
auto MapEditor::hasSelectedEnemy() const -> bool {
|
|
return selected_enemy_ >= 0 && selected_enemy_ < static_cast<int>(room_data_.enemies.size());
|
|
}
|
|
|
|
// Modifica una propiedad del enemigo seleccionado
|
|
auto MapEditor::setEnemyProperty(const std::string& property, const std::string& value) -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
if (!hasSelectedEnemy()) { return "No enemy selected"; }
|
|
|
|
auto& enemy = room_data_.enemies[selected_enemy_];
|
|
|
|
if (property == "ANIMATION") {
|
|
std::string anim = toLower(value);
|
|
if (anim.find('.') == std::string::npos) { anim += ".yaml"; }
|
|
|
|
// Intentar recrear el enemigo con la nueva animación
|
|
std::string old_anim = enemy.animation_path;
|
|
enemy.animation_path = anim;
|
|
try {
|
|
auto* enemy_mgr = room_->getEnemyManager();
|
|
enemy_mgr->getEnemy(selected_enemy_) = std::make_shared<Enemy>(enemy);
|
|
} catch (const std::exception& e) {
|
|
enemy.animation_path = old_anim; // Restaurar si falla
|
|
return std::string("Error: ") + e.what();
|
|
}
|
|
|
|
autosave();
|
|
return "animation: " + anim;
|
|
}
|
|
|
|
if (property == "COLOR") {
|
|
std::string color = toLower(value);
|
|
|
|
// Intentar recrear el enemigo con el nuevo color
|
|
std::string old_color = enemy.color;
|
|
enemy.color = color;
|
|
try {
|
|
auto* enemy_mgr = room_->getEnemyManager();
|
|
enemy_mgr->getEnemy(selected_enemy_) = std::make_shared<Enemy>(enemy);
|
|
} catch (const std::exception& e) {
|
|
enemy.color = old_color;
|
|
return std::string("Error: ") + e.what();
|
|
}
|
|
|
|
autosave();
|
|
return "color: " + color;
|
|
}
|
|
|
|
if (property == "VX") {
|
|
try {
|
|
enemy.vx = std::stof(value);
|
|
} catch (...) { return "Invalid value: " + value; }
|
|
enemy.vy = 0.0F; // No se permiten velocidades en los dos ejes
|
|
|
|
room_->getEnemyManager()->getEnemy(selected_enemy_)->resetToInitialPosition(enemy);
|
|
autosave();
|
|
return "vx: " + std::to_string(static_cast<int>(enemy.vx)) + " vy: 0";
|
|
}
|
|
|
|
if (property == "VY") {
|
|
try {
|
|
enemy.vy = std::stof(value);
|
|
} catch (...) { return "Invalid value: " + value; }
|
|
enemy.vx = 0.0F; // No se permiten velocidades en los dos ejes
|
|
|
|
room_->getEnemyManager()->getEnemy(selected_enemy_)->resetToInitialPosition(enemy);
|
|
autosave();
|
|
return "vy: " + std::to_string(static_cast<int>(enemy.vy)) + " vx: 0";
|
|
}
|
|
|
|
if (property == "FLIP") {
|
|
enemy.flip = (value == "ON" || value == "TRUE" || value == "1");
|
|
if (enemy.flip) { enemy.mirror = false; } // Mutuamente excluyentes
|
|
|
|
// Recrear el enemigo (flip/mirror se aplican en el constructor)
|
|
try {
|
|
auto* enemy_mgr = room_->getEnemyManager();
|
|
enemy_mgr->getEnemy(selected_enemy_) = std::make_shared<Enemy>(enemy);
|
|
} catch (const std::exception& e) {
|
|
return std::string("Error: ") + e.what();
|
|
}
|
|
|
|
autosave();
|
|
return std::string("flip: ") + (enemy.flip ? "on" : "off");
|
|
}
|
|
|
|
if (property == "MIRROR") {
|
|
enemy.mirror = (value == "ON" || value == "TRUE" || value == "1");
|
|
if (enemy.mirror) { enemy.flip = false; } // Mutuamente excluyentes
|
|
|
|
// Recrear el enemigo (flip/mirror se aplican en el constructor)
|
|
try {
|
|
auto* enemy_mgr = room_->getEnemyManager();
|
|
enemy_mgr->getEnemy(selected_enemy_) = std::make_shared<Enemy>(enemy);
|
|
} catch (const std::exception& e) {
|
|
return std::string("Error: ") + e.what();
|
|
}
|
|
|
|
autosave();
|
|
return std::string("mirror: ") + (enemy.mirror ? "on" : "off");
|
|
}
|
|
|
|
return "Unknown property: " + property + " (use: animation, color, vx, vy, flip, mirror)";
|
|
}
|
|
|
|
// Crea un nuevo enemigo con valores por defecto, centrado en la habitación
|
|
auto MapEditor::addEnemy() -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
|
|
constexpr float CENTER_X = PlayArea::CENTER_X;
|
|
constexpr float CENTER_Y = PlayArea::CENTER_Y;
|
|
constexpr float ROUTE_HALF = 2.0F * Tile::SIZE; // 2 tiles a cada lado (5 tiles total con el centro)
|
|
|
|
Enemy::Data new_enemy;
|
|
new_enemy.animation_path = "spider.yaml";
|
|
new_enemy.x = CENTER_X;
|
|
new_enemy.y = CENTER_Y;
|
|
new_enemy.vx = 24.0F;
|
|
new_enemy.vy = 0.0F;
|
|
new_enemy.x1 = static_cast<int>(CENTER_X - ROUTE_HALF);
|
|
new_enemy.y1 = static_cast<int>(CENTER_Y);
|
|
new_enemy.x2 = static_cast<int>(CENTER_X + ROUTE_HALF);
|
|
new_enemy.y2 = static_cast<int>(CENTER_Y);
|
|
new_enemy.color = "white";
|
|
new_enemy.flip = true;
|
|
new_enemy.frame = -1;
|
|
|
|
// Añadir a los datos y crear el sprite vivo
|
|
room_data_.enemies.push_back(new_enemy);
|
|
room_->getEnemyManager()->addEnemy(std::make_shared<Enemy>(new_enemy));
|
|
|
|
// Seleccionar el nuevo enemigo
|
|
selected_enemy_ = static_cast<int>(room_data_.enemies.size()) - 1;
|
|
|
|
autosave();
|
|
return "Added enemy " + std::to_string(selected_enemy_);
|
|
}
|
|
|
|
// Elimina el enemigo seleccionado
|
|
auto MapEditor::deleteEnemy() -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
if (!hasSelectedEnemy()) { return "No enemy selected"; }
|
|
|
|
const int IDX = selected_enemy_;
|
|
|
|
// Eliminar de los datos
|
|
room_data_.enemies.erase(room_data_.enemies.begin() + IDX);
|
|
|
|
// Recrear todos los enemigos vivos (los índices cambian al borrar)
|
|
auto* enemy_mgr = room_->getEnemyManager();
|
|
enemy_mgr->clear();
|
|
for (const auto& enemy_data : room_data_.enemies) {
|
|
enemy_mgr->addEnemy(std::make_shared<Enemy>(enemy_data));
|
|
}
|
|
|
|
selected_enemy_ = -1;
|
|
autosave();
|
|
return "Deleted enemy " + std::to_string(IDX);
|
|
}
|
|
|
|
// Duplica el enemigo seleccionado (lo pone un tile a la derecha)
|
|
auto MapEditor::duplicateEnemy() -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
if (!hasSelectedEnemy()) { return "No enemy selected"; }
|
|
|
|
// Copiar datos del enemigo seleccionado
|
|
Enemy::Data copy = room_data_.enemies[selected_enemy_];
|
|
|
|
// Desplazar un tile a la derecha
|
|
copy.x += Tile::SIZE;
|
|
copy.x1 += Tile::SIZE;
|
|
copy.x2 += Tile::SIZE;
|
|
|
|
// Añadir y crear sprite vivo
|
|
room_data_.enemies.push_back(copy);
|
|
room_->getEnemyManager()->addEnemy(std::make_shared<Enemy>(copy));
|
|
|
|
// Seleccionar el nuevo enemigo
|
|
selected_enemy_ = static_cast<int>(room_data_.enemies.size()) - 1;
|
|
|
|
autosave();
|
|
return "Duplicated as enemy " + std::to_string(selected_enemy_);
|
|
}
|
|
|
|
// Modifica una propiedad de la habitación
|
|
auto MapEditor::setRoomProperty(const std::string& property, const std::string& value) -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
|
|
std::string val = toLower(value);
|
|
|
|
if (property == "BGCOLOR") {
|
|
room_data_.bg_color = val;
|
|
room_->setBgColor(val);
|
|
autosave();
|
|
return "bgcolor: " + val;
|
|
}
|
|
|
|
if (property == "BORDER") {
|
|
room_data_.border_color = val;
|
|
Screen::get()->setBorderColor(stringToColor(val));
|
|
autosave();
|
|
return "border: " + val;
|
|
}
|
|
|
|
if (property == "ITEMCOLOR1") {
|
|
room_data_.item_color1 = val;
|
|
room_->setItemColors(room_data_.item_color1, room_data_.item_color2);
|
|
autosave();
|
|
return "itemcolor1: " + val;
|
|
}
|
|
|
|
if (property == "ITEMCOLOR2") {
|
|
room_data_.item_color2 = val;
|
|
room_->setItemColors(room_data_.item_color1, room_data_.item_color2);
|
|
autosave();
|
|
return "itemcolor2: " + val;
|
|
}
|
|
|
|
if (property == "CONVEYOR") {
|
|
if (val == "left") {
|
|
room_data_.conveyor_belt_direction = -1;
|
|
} else if (val == "right") {
|
|
room_data_.conveyor_belt_direction = 1;
|
|
} else {
|
|
room_data_.conveyor_belt_direction = 0;
|
|
val = "none";
|
|
}
|
|
autosave();
|
|
return "conveyor: " + val;
|
|
}
|
|
|
|
if (property == "TILESET") {
|
|
std::string tileset = val;
|
|
if (tileset.find('.') == std::string::npos) { tileset += ".gif"; }
|
|
room_data_.tile_set_file = tileset;
|
|
autosave();
|
|
return "tileset: " + tileset;
|
|
}
|
|
|
|
// Conexiones: UP, DOWN, LEFT, RIGHT
|
|
if (property == "UP" || property == "DOWN" || property == "LEFT" || property == "RIGHT") {
|
|
std::string connection = "0";
|
|
if (val != "0" && val != "null" && val != "none") {
|
|
try {
|
|
int num = std::stoi(val);
|
|
char buf[16];
|
|
std::snprintf(buf, sizeof(buf), "%02d.yaml", num);
|
|
connection = buf;
|
|
} catch (...) {
|
|
connection = val;
|
|
if (connection.find('.') == std::string::npos) { connection += ".yaml"; }
|
|
}
|
|
}
|
|
|
|
// Dirección opuesta para la conexión recíproca
|
|
std::string opposite;
|
|
std::string* our_field = nullptr;
|
|
if (property == "UP") {
|
|
opposite = "lower_room";
|
|
our_field = &room_data_.upper_room;
|
|
}
|
|
if (property == "DOWN") {
|
|
opposite = "upper_room";
|
|
our_field = &room_data_.lower_room;
|
|
}
|
|
if (property == "LEFT") {
|
|
opposite = "right_room";
|
|
our_field = &room_data_.left_room;
|
|
}
|
|
if (property == "RIGHT") {
|
|
opposite = "left_room";
|
|
our_field = &room_data_.right_room;
|
|
}
|
|
|
|
// Si había una conexión anterior, romper la recíproca de la otra room
|
|
if (our_field != nullptr && *our_field != "0" && !our_field->empty()) {
|
|
auto old_other = Resource::Cache::get()->getRoom(*our_field);
|
|
if (old_other) {
|
|
if (opposite == "upper_room") {
|
|
old_other->upper_room = "0";
|
|
} else if (opposite == "lower_room") {
|
|
old_other->lower_room = "0";
|
|
} else if (opposite == "left_room") {
|
|
old_other->left_room = "0";
|
|
} else if (opposite == "right_room") {
|
|
old_other->right_room = "0";
|
|
}
|
|
// Guardar la otra room
|
|
std::string other_path = Resource::List::get()->get(*our_field);
|
|
if (!other_path.empty()) {
|
|
auto other_yaml = RoomSaver::loadYAML(other_path);
|
|
RoomSaver::saveYAML(other_path, other_yaml, *old_other);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Aplicar la nueva conexión
|
|
if (our_field != nullptr) { *our_field = connection; }
|
|
|
|
// Crear la conexión recíproca en la otra room
|
|
if (connection != "0") {
|
|
auto other = Resource::Cache::get()->getRoom(connection);
|
|
if (other) {
|
|
if (opposite == "upper_room") {
|
|
other->upper_room = room_path_;
|
|
} else if (opposite == "lower_room") {
|
|
other->lower_room = room_path_;
|
|
} else if (opposite == "left_room") {
|
|
other->left_room = room_path_;
|
|
} else if (opposite == "right_room") {
|
|
other->right_room = room_path_;
|
|
}
|
|
std::string other_path = Resource::List::get()->get(connection);
|
|
if (!other_path.empty()) {
|
|
auto other_yaml = RoomSaver::loadYAML(other_path);
|
|
RoomSaver::saveYAML(other_path, other_yaml, *other);
|
|
}
|
|
}
|
|
}
|
|
|
|
autosave();
|
|
return toLower(property) + ": " + connection;
|
|
}
|
|
|
|
return "Unknown property: " + property + " (use: bgcolor, border, itemcolor1, itemcolor2, conveyor, tileset, up, down, left, right)";
|
|
}
|
|
|
|
// Obtiene la ruta de assets.yaml derivada de la ruta de una room
|
|
auto MapEditor::getAssetsYamlPath() -> std::string {
|
|
std::string ref_path = Resource::List::get()->get(room_path_);
|
|
if (ref_path.empty()) { return ""; }
|
|
// ref_path es algo como .../data/room/03.yaml → queremos .../config/assets.yaml
|
|
auto pos = ref_path.find("/data/room/");
|
|
if (pos == std::string::npos) { return ""; }
|
|
return ref_path.substr(0, pos) + "/config/assets.yaml";
|
|
}
|
|
|
|
// Añade una room a assets.yaml (bajo la sección rooms:)
|
|
void MapEditor::addRoomToAssetsYaml(const std::string& room_name) {
|
|
std::string assets_path = getAssetsYamlPath();
|
|
if (assets_path.empty()) { return; }
|
|
|
|
// Leer el fichero
|
|
std::ifstream in(assets_path);
|
|
if (!in.is_open()) { return; }
|
|
std::string content((std::istreambuf_iterator<char>(in)), std::istreambuf_iterator<char>());
|
|
in.close();
|
|
|
|
// Buscar la última entrada de room y añadir después
|
|
std::string entry = " - type: ROOM\n path: ${PREFIX}/data/room/" + room_name + "\n";
|
|
auto last_room = content.rfind("path: ${PREFIX}/data/room/");
|
|
if (last_room != std::string::npos) {
|
|
auto end_of_line = content.find('\n', last_room);
|
|
if (end_of_line != std::string::npos) {
|
|
content.insert(end_of_line + 1, entry);
|
|
}
|
|
}
|
|
|
|
std::ofstream out(assets_path);
|
|
if (out.is_open()) {
|
|
out << content;
|
|
out.close();
|
|
}
|
|
}
|
|
|
|
// Quita una room de assets.yaml
|
|
void MapEditor::removeRoomFromAssetsYaml(const std::string& room_name) {
|
|
std::string assets_path = getAssetsYamlPath();
|
|
if (assets_path.empty()) { return; }
|
|
|
|
std::ifstream in(assets_path);
|
|
if (!in.is_open()) { return; }
|
|
std::string content((std::istreambuf_iterator<char>(in)), std::istreambuf_iterator<char>());
|
|
in.close();
|
|
|
|
// Buscar "path: ${PREFIX}/data/room/XX.yaml" y eliminar esa entry (2 líneas: type + path)
|
|
std::string search = "path: ${PREFIX}/data/room/" + room_name;
|
|
auto pos = content.find(search);
|
|
if (pos != std::string::npos) {
|
|
// Retroceder hasta " - type: ROOM\n"
|
|
auto line_start = content.rfind(" - type: ROOM", pos);
|
|
// Avanzar hasta el fin de la línea del path
|
|
auto line_end = content.find('\n', pos);
|
|
if (line_start != std::string::npos && line_end != std::string::npos) {
|
|
content.erase(line_start, line_end - line_start + 1);
|
|
}
|
|
}
|
|
|
|
std::ofstream out(assets_path);
|
|
if (out.is_open()) {
|
|
out << content;
|
|
out.close();
|
|
}
|
|
}
|
|
|
|
// Crea una nueva habitación
|
|
auto MapEditor::createNewRoom(const std::string& direction) -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
|
|
// Validar dirección si se proporcionó
|
|
if (!direction.empty() && direction != "LEFT" && direction != "RIGHT" && direction != "UP" && direction != "DOWN") {
|
|
return "usage: room new [left|right|up|down]";
|
|
}
|
|
|
|
// Comprobar que no hay ya una room en esa dirección
|
|
if (!direction.empty()) {
|
|
std::string* existing = nullptr;
|
|
if (direction == "UP") {
|
|
existing = &room_data_.upper_room;
|
|
} else if (direction == "DOWN") {
|
|
existing = &room_data_.lower_room;
|
|
} else if (direction == "LEFT") {
|
|
existing = &room_data_.left_room;
|
|
} else if (direction == "RIGHT") {
|
|
existing = &room_data_.right_room;
|
|
}
|
|
if (existing != nullptr && *existing != "0" && !existing->empty()) {
|
|
return "Already connected " + toLower(direction) + ": " + *existing;
|
|
}
|
|
}
|
|
|
|
// Encontrar el primer número libre (reutiliza huecos)
|
|
auto& rooms = Resource::Cache::get()->getRooms();
|
|
std::set<int> used;
|
|
for (const auto& r : rooms) {
|
|
try {
|
|
used.insert(std::stoi(r.name.substr(0, r.name.find('.'))));
|
|
} catch (...) {}
|
|
}
|
|
int new_num = 1;
|
|
while (used.contains(new_num)) { ++new_num; }
|
|
char name_buf[16];
|
|
std::snprintf(name_buf, sizeof(name_buf), "%02d.yaml", new_num);
|
|
std::string new_name = name_buf;
|
|
|
|
// Derivar la ruta de la carpeta de rooms
|
|
std::string ref_path = Resource::List::get()->get(room_path_);
|
|
if (ref_path.empty()) { return "Error: cannot resolve room path"; }
|
|
std::string room_dir = ref_path.substr(0, ref_path.find_last_of("\\/") + 1);
|
|
std::string new_path = room_dir + new_name;
|
|
|
|
// Crear Room::Data por defecto con conexión recíproca
|
|
Room::Data new_room;
|
|
new_room.number = std::string(name_buf).substr(0, std::string(name_buf).find('.'));
|
|
new_room.name = "NO_NAME";
|
|
new_room.bg_color = "black";
|
|
new_room.border_color = "magenta";
|
|
new_room.tile_set_file = "standard.gif";
|
|
new_room.item_color1 = "bright_cyan";
|
|
new_room.item_color2 = "yellow";
|
|
new_room.upper_room = "0";
|
|
new_room.lower_room = "0";
|
|
new_room.left_room = "0";
|
|
new_room.right_room = "0";
|
|
new_room.conveyor_belt_direction = 0;
|
|
new_room.tile_map.resize(32 * 16, -1);
|
|
|
|
// Conexión recíproca: la nueva room conecta de vuelta a la actual
|
|
if (direction == "UP") {
|
|
new_room.lower_room = room_path_;
|
|
} else if (direction == "DOWN") {
|
|
new_room.upper_room = room_path_;
|
|
} else if (direction == "LEFT") {
|
|
new_room.right_room = room_path_;
|
|
} else if (direction == "RIGHT") {
|
|
new_room.left_room = room_path_;
|
|
}
|
|
|
|
// Conexiones del YAML
|
|
auto connStr = [](const std::string& c) -> std::string { return (c == "0") ? "null" : c; };
|
|
|
|
// Crear el YAML
|
|
std::ofstream file(new_path);
|
|
if (!file.is_open()) { return "Error: cannot create " + new_path; }
|
|
|
|
file << "# NO_NAME\n";
|
|
file << "room:\n";
|
|
file << " name_en: \"NO_NAME\"\n";
|
|
file << " name_ca: \"NO_NAME\"\n";
|
|
file << " bgColor: black\n";
|
|
file << " border: magenta\n";
|
|
file << " tileSetFile: standard.gif\n";
|
|
file << "\n";
|
|
file << " connections:\n";
|
|
file << " up: " << connStr(new_room.upper_room) << "\n";
|
|
file << " down: " << connStr(new_room.lower_room) << "\n";
|
|
file << " left: " << connStr(new_room.left_room) << "\n";
|
|
file << " right: " << connStr(new_room.right_room) << "\n";
|
|
file << "\n";
|
|
file << " itemColor1: bright_cyan\n";
|
|
file << " itemColor2: yellow\n";
|
|
file << "\n";
|
|
file << " conveyorBelt: none\n";
|
|
file << "\n";
|
|
file << "tilemap:\n";
|
|
for (int row = 0; row < 16; ++row) {
|
|
file << " - [";
|
|
for (int col = 0; col < 32; ++col) {
|
|
file << "-1";
|
|
if (col < 31) { file << ", "; }
|
|
}
|
|
file << "]\n";
|
|
}
|
|
file.close();
|
|
|
|
// Registrar en Resource::List, cache y assets.yaml
|
|
Resource::List::get()->add(new_path, Resource::List::Type::ROOM, true, true);
|
|
Resource::Cache::get()->getRooms().emplace_back(
|
|
RoomResource{.name = new_name, .room = std::make_shared<Room::Data>(new_room)});
|
|
addRoomToAssetsYaml(new_name);
|
|
|
|
// Conectar la room actual con la nueva (recíproco: ya hecho arriba para la nueva)
|
|
if (direction == "UP") {
|
|
room_data_.upper_room = new_name;
|
|
} else if (direction == "DOWN") {
|
|
room_data_.lower_room = new_name;
|
|
} else if (direction == "LEFT") {
|
|
room_data_.left_room = new_name;
|
|
} else if (direction == "RIGHT") {
|
|
room_data_.right_room = new_name;
|
|
}
|
|
|
|
if (!direction.empty()) { autosave(); }
|
|
|
|
// Navegar a la nueva room
|
|
reenter_ = true;
|
|
if (GameControl::exit_editor) { GameControl::exit_editor(); }
|
|
if (GameControl::change_room && GameControl::change_room(new_name)) {
|
|
if (GameControl::enter_editor) { GameControl::enter_editor(); }
|
|
}
|
|
|
|
return "Created room " + new_name + (direction.empty() ? "" : " (" + toLower(direction) + ")");
|
|
}
|
|
|
|
// Elimina la habitación actual
|
|
auto MapEditor::deleteRoom() -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
|
|
std::string deleted_name = room_path_;
|
|
|
|
// Buscar una room vecina a la que navegar después de borrar
|
|
std::string target = "0";
|
|
if (room_data_.upper_room != "0" && !room_data_.upper_room.empty()) {
|
|
target = room_data_.upper_room;
|
|
} else if (room_data_.lower_room != "0" && !room_data_.lower_room.empty()) {
|
|
target = room_data_.lower_room;
|
|
} else if (room_data_.left_room != "0" && !room_data_.left_room.empty()) {
|
|
target = room_data_.left_room;
|
|
} else if (room_data_.right_room != "0" && !room_data_.right_room.empty()) {
|
|
target = room_data_.right_room;
|
|
}
|
|
|
|
if (target == "0") {
|
|
// Buscar la primera room que no sea esta
|
|
for (const auto& r : Resource::Cache::get()->getRooms()) {
|
|
if (r.name != deleted_name) {
|
|
target = r.name;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
if (target == "0") { return "Cannot delete: no other room to navigate to"; }
|
|
|
|
// Desenlazar todas las conexiones recíprocas
|
|
auto unlinkReciprocal = [&](const std::string& neighbor, const std::string& field_name) {
|
|
if (neighbor == "0" || neighbor.empty()) { return; }
|
|
auto other = Resource::Cache::get()->getRoom(neighbor);
|
|
if (!other) { return; }
|
|
if (field_name == "upper_room") {
|
|
other->upper_room = "0";
|
|
} else if (field_name == "lower_room") {
|
|
other->lower_room = "0";
|
|
} else if (field_name == "left_room") {
|
|
other->left_room = "0";
|
|
} else if (field_name == "right_room") {
|
|
other->right_room = "0";
|
|
}
|
|
// Guardar la otra room
|
|
std::string other_path = Resource::List::get()->get(neighbor);
|
|
if (!other_path.empty()) {
|
|
auto other_yaml = RoomSaver::loadYAML(other_path);
|
|
RoomSaver::saveYAML(other_path, other_yaml, *other);
|
|
}
|
|
};
|
|
|
|
unlinkReciprocal(room_data_.upper_room, "lower_room"); // Si nosotros somos su lower
|
|
unlinkReciprocal(room_data_.lower_room, "upper_room"); // Si nosotros somos su upper
|
|
unlinkReciprocal(room_data_.left_room, "right_room"); // Si nosotros somos su right
|
|
unlinkReciprocal(room_data_.right_room, "left_room"); // Si nosotros somos su left
|
|
|
|
// Navegar a la room destino antes de borrar
|
|
reenter_ = true;
|
|
if (GameControl::exit_editor) { GameControl::exit_editor(); }
|
|
if (GameControl::change_room) { GameControl::change_room(target); }
|
|
|
|
// Borrar el YAML del disco
|
|
std::string yaml_path = Resource::List::get()->get(deleted_name);
|
|
if (!yaml_path.empty()) {
|
|
std::remove(yaml_path.c_str());
|
|
}
|
|
|
|
// Quitar del cache
|
|
auto& cache_rooms = Resource::Cache::get()->getRooms();
|
|
cache_rooms.erase(
|
|
std::remove_if(cache_rooms.begin(), cache_rooms.end(), [&](const RoomResource& r) { return r.name == deleted_name; }),
|
|
cache_rooms.end());
|
|
|
|
// Quitar de assets.yaml
|
|
removeRoomFromAssetsYaml(deleted_name);
|
|
|
|
// Re-entrar al editor en la room destino
|
|
if (GameControl::enter_editor) { GameControl::enter_editor(); }
|
|
|
|
return "Deleted room " + deleted_name + ", moved to " + target;
|
|
}
|
|
|
|
// ¿Hay un item seleccionado?
|
|
auto MapEditor::hasSelectedItem() const -> bool {
|
|
return selected_item_ >= 0 && selected_item_ < static_cast<int>(room_data_.items.size());
|
|
}
|
|
|
|
// Modifica una propiedad del item seleccionado
|
|
auto MapEditor::setItemProperty(const std::string& property, const std::string& value) -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
if (!hasSelectedItem()) { return "No item selected"; }
|
|
|
|
auto& item = room_data_.items[selected_item_];
|
|
|
|
if (property == "TILE") {
|
|
// Abrir el tile picker visual
|
|
openTilePicker(item.tile_set_file, item.tile);
|
|
return "Select tile...";
|
|
}
|
|
|
|
if (property == "COUNTER") {
|
|
try {
|
|
item.counter = std::stoi(value);
|
|
} catch (...) { return "Invalid value: " + value; }
|
|
autosave();
|
|
return "counter: " + std::to_string(item.counter);
|
|
}
|
|
|
|
return "Unknown property: " + property + " (use: tile, counter)";
|
|
}
|
|
|
|
// Abre el tile picker para seleccionar un tile
|
|
void MapEditor::openTilePicker(const std::string& tileset_name, int current_tile) {
|
|
// Cerrar la consola si está abierta (para que el primer click vaya al picker)
|
|
if (Console::get()->isActive()) {
|
|
Console::get()->toggle();
|
|
}
|
|
|
|
tile_picker_.on_select = [this](int tile) {
|
|
if (!hasSelectedItem()) { return; }
|
|
room_data_.items[selected_item_].tile = tile;
|
|
room_->getItemManager()->getItem(selected_item_)->setTile(tile);
|
|
autosave();
|
|
};
|
|
// Pasar color de fondo de la habitación + color de sustitución del item
|
|
int bg = stringToColor(room_data_.bg_color);
|
|
int item_color = stringToColor(room_data_.item_color1);
|
|
tile_picker_.open(tileset_name, current_tile, bg, 1, item_color);
|
|
}
|
|
|
|
// Crea un nuevo item con valores por defecto, centrado en la habitación
|
|
auto MapEditor::addItem() -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
|
|
Item::Data new_item;
|
|
new_item.tile_set_file = "items.gif";
|
|
new_item.tile = 42; // Tile por defecto
|
|
new_item.x = PlayArea::CENTER_X;
|
|
new_item.y = PlayArea::CENTER_Y;
|
|
new_item.counter = 0;
|
|
new_item.color1 = stringToColor(room_data_.item_color1);
|
|
new_item.color2 = stringToColor(room_data_.item_color2);
|
|
|
|
room_data_.items.push_back(new_item);
|
|
room_->getItemManager()->addItem(std::make_shared<Item>(new_item));
|
|
|
|
selected_item_ = static_cast<int>(room_data_.items.size()) - 1;
|
|
selected_enemy_ = -1;
|
|
|
|
autosave();
|
|
return "Added item " + std::to_string(selected_item_);
|
|
}
|
|
|
|
// Elimina el item seleccionado
|
|
auto MapEditor::deleteItem() -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
if (!hasSelectedItem()) { return "No item selected"; }
|
|
|
|
const int IDX = selected_item_;
|
|
room_data_.items.erase(room_data_.items.begin() + IDX);
|
|
|
|
// Recrear todos los items (los índices cambian al borrar)
|
|
auto* item_mgr = room_->getItemManager();
|
|
item_mgr->clear();
|
|
for (const auto& item_data : room_data_.items) {
|
|
item_mgr->addItem(std::make_shared<Item>(item_data));
|
|
}
|
|
|
|
selected_item_ = -1;
|
|
autosave();
|
|
return "Deleted item " + std::to_string(IDX);
|
|
}
|
|
|
|
// Duplica el item seleccionado (lo pone un tile a la derecha)
|
|
auto MapEditor::duplicateItem() -> std::string {
|
|
if (!active_) { return "Editor not active"; }
|
|
if (!hasSelectedItem()) { return "No item selected"; }
|
|
|
|
Item::Data copy = room_data_.items[selected_item_];
|
|
copy.x += Tile::SIZE;
|
|
|
|
room_data_.items.push_back(copy);
|
|
room_->getItemManager()->addItem(std::make_shared<Item>(copy));
|
|
|
|
selected_item_ = static_cast<int>(room_data_.items.size()) - 1;
|
|
selected_enemy_ = -1;
|
|
|
|
autosave();
|
|
return "Duplicated as item " + std::to_string(selected_item_);
|
|
}
|
|
|
|
// Elige un color de grid que contraste con el fondo
|
|
// Empieza con bright_black (1), si coincide con el bg en la paleta activa, sube índices
|
|
static auto pickGridColor(Uint8 bg, const std::shared_ptr<Surface>& surface) -> Uint8 {
|
|
Uint8 grid = static_cast<Uint8>(PaletteColor::BRIGHT_BLACK);
|
|
Uint32 bg_argb = surface->getPaletteColor(bg);
|
|
|
|
// Si bright_black es igual al bg, buscar el siguiente color distinto
|
|
while (grid < 15 && surface->getPaletteColor(grid) == bg_argb) {
|
|
grid += 2; // Saltar de 2 en 2 para mantenerse en tonos discretos
|
|
}
|
|
|
|
return grid;
|
|
}
|
|
|
|
// Dibuja la cuadrícula de tiles (líneas de puntos, 1 pixel sí / 1 no)
|
|
void MapEditor::renderGrid() {
|
|
auto game_surface = Screen::get()->getRendererSurface();
|
|
if (!game_surface) { return; }
|
|
|
|
const Uint8 COLOR = pickGridColor(stringToColor(room_data_.bg_color), game_surface);
|
|
|
|
// Líneas verticales (cada 8 pixels)
|
|
for (int x = Tile::SIZE; x < PlayArea::WIDTH; x += Tile::SIZE) {
|
|
for (int y = 0; y < PlayArea::HEIGHT; y += 2) {
|
|
game_surface->putPixel(x, y, COLOR);
|
|
}
|
|
}
|
|
|
|
// Líneas horizontales (cada 8 pixels)
|
|
for (int y = Tile::SIZE; y < PlayArea::HEIGHT; y += Tile::SIZE) {
|
|
for (int x = 0; x < PlayArea::WIDTH; x += 2) {
|
|
game_surface->putPixel(x, y, COLOR);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endif // _DEBUG
|