303 lines
9.8 KiB
C++
303 lines
9.8 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 <iostream> // Para cout
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#include "core/input/mouse.hpp" // Para Mouse
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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 "game/editor/editor_statusbar.hpp" // Para EditorStatusBar
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#include "game/entities/player.hpp" // Para Player
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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 "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() = default;
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// Destructor
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MapEditor::~MapEditor() = default;
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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,
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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 futura)
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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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// Guardar estado de invencibilidad y forzarla
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invincible_before_editor_ = Options::cheats.invincible;
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Options::cheats.invincible = Options::Cheat::State::ENABLED;
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player_->setColor();
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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 de drag
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drag_ = {};
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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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// Restaurar invencibilidad
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Options::cheats.invincible = invincible_before_editor_;
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player_->setColor();
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// Liberar recursos
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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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// 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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// Actualizar la barra de estado con las coordenadas del ratón
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if (statusbar_) {
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statusbar_->setMouseTile(mouse_tile_x_, mouse_tile_y_);
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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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// 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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// 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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if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN && event.button.button == SDL_BUTTON_LEFT) {
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handleMouseDown(mouse_game_x_, mouse_game_y_);
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} else if (event.type == SDL_EVENT_MOUSE_BUTTON_UP && event.button.button == SDL_BUTTON_LEFT) {
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handleMouseUp();
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}
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}
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// Procesa click del ratón: hit test + inicio de drag
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void MapEditor::handleMouseDown(float game_x, float game_y) {
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// Prioridad de hit test: jugador → enemigos → items
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// 1. Hit test sobre el jugador
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SDL_FRect player_rect = player_->getRect();
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if (pointInRect(game_x, game_y, player_rect)) {
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drag_.target = DragTarget::PLAYER;
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drag_.index = -1;
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drag_.offset_x = game_x - player_rect.x;
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drag_.offset_y = game_y - player_rect.y;
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drag_.snap_x = player_rect.x;
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drag_.snap_y = player_rect.y;
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return;
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}
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// (Fases 4+: hit test sobre enemigos e items)
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}
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// Procesa soltar el ratón: commit del drag
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void MapEditor::handleMouseUp() {
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if (drag_.target == DragTarget::NONE) { return; }
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switch (drag_.target) {
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case DragTarget::PLAYER:
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// Mover el jugador a la posición snapped
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player_->setDebugPosition(drag_.snap_x, drag_.snap_y);
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player_->finalizeDebugTeleport();
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break;
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default:
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break;
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}
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// Resetear estado de drag
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drag_ = {};
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}
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// Actualiza la posición snapped durante el drag
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void MapEditor::updateDrag() {
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float raw_x = mouse_game_x_ - drag_.offset_x;
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float raw_y = mouse_game_y_ - drag_.offset_y;
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drag_.snap_x = snapToGrid(raw_x);
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drag_.snap_y = snapToGrid(raw_y);
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// Mientras arrastramos, mover la entidad visualmente a la posición snapped
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if (drag_.target == DragTarget::PLAYER) {
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player_->setDebugPosition(drag_.snap_x, drag_.snap_y);
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}
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}
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// Dibuja highlight del elemento seleccionado/arrastrado
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void MapEditor::renderSelectionHighlight() {
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if (drag_.target == DragTarget::NONE) { return; }
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auto game_surface = Screen::get()->getRendererSurface();
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if (!game_surface) { return; }
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const Uint8 HIGHLIGHT_COLOR = stringToColor("bright_white");
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SDL_FRect highlight_rect{};
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switch (drag_.target) {
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case DragTarget::PLAYER:
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highlight_rect = player_->getRect();
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break;
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default:
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return;
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}
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// Dibujar rectángulo de highlight alrededor de la entidad
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SDL_FRect border = {
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.x = highlight_rect.x - 1,
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.y = highlight_rect.y - 1,
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.w = highlight_rect.w + 2,
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.h = highlight_rect.h + 2
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};
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game_surface->drawRectBorder(&border, HIGHLIGHT_COLOR);
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}
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// Alinea un valor a la cuadrícula de 8x8
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auto MapEditor::snapToGrid(float value) -> float {
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return std::round(value / static_cast<float>(Tile::SIZE)) * static_cast<float>(Tile::SIZE);
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}
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// Hit test: punto dentro de rectángulo
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auto MapEditor::pointInRect(float px, float py, const SDL_FRect& rect) -> bool {
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return px >= rect.x && px < rect.x + rect.w && py >= rect.y && py < rect.y + rect.h;
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}
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// Dibuja marcadores de boundaries y líneas de ruta para los enemigos
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void MapEditor::renderEnemyBoundaries() {
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auto game_surface = Screen::get()->getRendererSurface();
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if (!game_surface) { return; }
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const Uint8 COLOR_BOUND1 = stringToColor("bright_cyan");
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const Uint8 COLOR_BOUND2 = stringToColor("bright_yellow");
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const Uint8 COLOR_ROUTE = stringToColor("bright_white");
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for (const auto& enemy : room_data_.enemies) {
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// Dibujar línea de ruta: boundary1 → posición inicial → boundary2
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constexpr float HALF = Tile::SIZE / 2.0F;
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float init_cx = enemy.x + HALF;
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float init_cy = enemy.y + HALF;
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float b1_cx = static_cast<float>(enemy.x1) + HALF;
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float b1_cy = static_cast<float>(enemy.y1) + HALF;
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float b2_cx = static_cast<float>(enemy.x2) + HALF;
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float b2_cy = static_cast<float>(enemy.y2) + HALF;
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// Línea de boundary1 a posición inicial
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game_surface->drawLine(b1_cx, b1_cy, init_cx, init_cy, COLOR_ROUTE);
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// Línea de posición inicial a boundary2
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game_surface->drawLine(init_cx, init_cy, b2_cx, b2_cy, COLOR_ROUTE);
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// Marcadores en las boundaries
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renderBoundaryMarker(static_cast<float>(enemy.x1), static_cast<float>(enemy.y1), COLOR_BOUND1);
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renderBoundaryMarker(static_cast<float>(enemy.x2), static_cast<float>(enemy.y2), COLOR_BOUND2);
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}
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}
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// Dibuja un marcador de boundary (rectángulo pequeño) en una posición
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void MapEditor::renderBoundaryMarker(float x, float y, Uint8 color) {
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auto game_surface = Screen::get()->getRendererSurface();
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if (!game_surface) { return; }
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SDL_FRect marker = {.x = x, .y = y, .w = static_cast<float>(Tile::SIZE), .h = static_cast<float>(Tile::SIZE)};
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game_surface->drawRectBorder(&marker, color);
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}
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// Convierte coordenadas de ventana a coordenadas de juego y tile
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void MapEditor::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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mouse_game_x_ = render_x - dst_rect.x;
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mouse_game_y_ = render_y - dst_rect.y;
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// Convertir a coordenadas de tile (clampeadas al área de juego)
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mouse_tile_x_ = static_cast<int>(mouse_game_x_) / Tile::SIZE;
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mouse_tile_y_ = static_cast<int>(mouse_game_y_) / Tile::SIZE;
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// Clampear a los límites del mapa
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if (mouse_tile_x_ < 0) { mouse_tile_x_ = 0; }
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if (mouse_tile_x_ >= PlayArea::WIDTH / Tile::SIZE) { mouse_tile_x_ = PlayArea::WIDTH / Tile::SIZE - 1; }
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if (mouse_tile_y_ < 0) { mouse_tile_y_ = 0; }
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if (mouse_tile_y_ >= PlayArea::HEIGHT / Tile::SIZE) { mouse_tile_y_ = PlayArea::HEIGHT / Tile::SIZE - 1; }
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}
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#endif // _DEBUG
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