refactor de l'editor

This commit is contained in:
2026-04-08 16:54:26 +02:00
parent 73a520bf3c
commit 410b2b548d
4 changed files with 622 additions and 313 deletions

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@@ -72,7 +72,6 @@ enemies:
boundaries:
position1: {x: 3, y: 2}
position2: {x: 19, y: 2}
color: 12
# Objetos en esta habitación
items:

File diff suppressed because it is too large Load Diff

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@@ -10,15 +10,28 @@
#include "external/fkyaml_node.hpp" // Para fkyaml::node
#include "game/editor/mini_map.hpp" // Para MiniMap
#include "game/editor/tile_picker.hpp" // Para TilePicker
#include "game/entities/enemy.hpp" // Para Enemy::Data
#include "game/entities/item.hpp" // Para Item::Data
#include "game/entities/player.hpp" // Para Player::SpawnData
#include "game/gameplay/room.hpp" // Para Room::Data
#include "game/gameplay/scoreboard.hpp" // Para Scoreboard::Data
#include "game/options.hpp" // Para Options::Cheat
#include "game/entities/enemy.hpp" // Para Enemy::Data
#include "game/entities/item.hpp" // Para Item::Data
#include "game/entities/moving_platform.hpp" // Para MovingPlatform::Data
#include "game/entities/player.hpp" // Para Player::SpawnData
#include "game/gameplay/room.hpp" // Para Room::Data
#include "game/gameplay/scoreboard.hpp" // Para Scoreboard::Data
#include "game/options.hpp" // Para Options::Cheat
class EditorStatusBar;
// Tipo de entidad editable en el editor
enum class EntityType { NONE, ENEMY, ITEM, PLATFORM };
// Seleccion unificada: una sola entidad seleccionada a la vez
struct Selection {
EntityType type{EntityType::NONE};
int index{-1};
void clear() { type = EntityType::NONE; index = -1; }
[[nodiscard]] auto isNone() const -> bool { return type == EntityType::NONE; }
[[nodiscard]] auto is(EntityType t) const -> bool { return type == t && index >= 0; }
};
class MapEditor {
public:
static void init(); // [SINGLETON] Crea el objeto
@@ -39,7 +52,7 @@ class MapEditor {
auto addEnemy() -> std::string;
auto deleteEnemy() -> std::string;
auto duplicateEnemy() -> std::string;
[[nodiscard]] auto hasSelectedEnemy() const -> bool;
[[nodiscard]] auto hasSelectedEnemy() const -> bool { return selection_.is(EntityType::ENEMY); }
[[nodiscard]] auto getSetCompletions() const -> std::vector<std::string>;
// Comandos para propiedades de la habitación
@@ -62,9 +75,19 @@ class MapEditor {
auto addItem() -> std::string;
auto deleteItem() -> std::string;
auto duplicateItem() -> std::string;
[[nodiscard]] auto hasSelectedItem() const -> bool;
[[nodiscard]] auto hasSelectedItem() const -> bool { return selection_.is(EntityType::ITEM); }
void openTilePicker(const std::string& tileset_name, int current_tile);
// Comandos para plataformas
auto setPlatformProperty(const std::string& property, const std::string& value) -> std::string;
auto addPlatform() -> std::string;
auto deletePlatform() -> std::string;
auto duplicatePlatform() -> std::string;
[[nodiscard]] auto hasSelectedPlatform() const -> bool { return selection_.is(EntityType::PLATFORM); }
// Seleccion unificada
[[nodiscard]] auto getSelectionType() const -> EntityType { return selection_.type; }
private:
static MapEditor* instance_; // NOLINT(readability-identifier-naming) [SINGLETON] Objeto privado
@@ -82,16 +105,16 @@ class MapEditor {
void loadSettings();
void saveSettings() const;
// Tipos para drag & drop y selección
// Tipos para drag & drop
enum class DragTarget { NONE,
PLAYER,
ENEMY_INITIAL,
ENEMY_BOUND1,
ENEMY_BOUND2,
ITEM };
ENTITY_INITIAL,
ENTITY_BOUND1,
ENTITY_BOUND2 };
struct DragState {
DragTarget target{DragTarget::NONE};
EntityType entity_type{EntityType::NONE};
int index{-1};
float offset_x{0.0F};
float offset_y{0.0F};
@@ -102,23 +125,34 @@ class MapEditor {
// Métodos internos
void updateMousePosition();
void renderEnemyBoundaries();
void renderEntityBoundaries();
static void renderBoundaryMarker(float x, float y, Uint8 color);
void renderSelectionHighlight();
void renderGrid() const;
void handleMouseDown(float game_x, float game_y);
void handleMouseUp();
void updateDrag();
auto commitEntityDrag() -> bool;
void moveEntityVisual();
void autosave();
void updateStatusBarInfo();
static auto snapToGrid(float value) -> float;
static auto pointInRect(float px, float py, const SDL_FRect& rect) -> bool;
// Entity helpers: acceso abstracto a datos de entidad por tipo
struct BoundaryData { int x1, y1, x2, y2; };
auto entityCount(EntityType type) const -> int;
auto entityRect(EntityType type, int index) -> SDL_FRect;
static auto entityHasBoundaries(EntityType type) -> bool;
auto entityBoundaries(EntityType type, int index) const -> BoundaryData;
auto entityPosition(EntityType type, int index) const -> std::pair<float, float>;
auto entityDataCount(EntityType type) const -> int;
static auto entityLabel(EntityType type) -> const char*;
// Estado del editor
bool active_{false};
DragState drag_;
int selected_enemy_{-1}; // Índice del enemigo seleccionado (-1 = ninguno)
int selected_item_{-1}; // Índice del item seleccionado (-1 = ninguno)
Selection selection_; // Entidad seleccionada (unificada: enemy, item o platform)
static constexpr int NO_BRUSH = -2; // Sin brush activo
static constexpr int ERASER_BRUSH = -1; // Brush borrador (pinta tile vacío = -1)
int brush_tile_{NO_BRUSH}; // Tile activo para pintar

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@@ -728,7 +728,7 @@ static auto cmdEdit(const std::vector<std::string>& args) -> std::string { // N
return "usage: edit [on|off|revert|show|hide|mapbg|mapconn] [...]";
}
// SET <property> <value> — modifica propiedad del enemigo seleccionado o de la habitación
// SET <property> <value> — modifica propiedad de la entidad seleccionada o de la habitación
static auto cmdSet(const std::vector<std::string>& args) -> std::string {
if ((MapEditor::get() == nullptr) || !MapEditor::get()->isActive()) { return "Editor not active"; }
if (args.empty()) { return "usage: set <property> <value>"; }
@@ -740,18 +740,12 @@ static auto cmdSet(const std::vector<std::string>& args) -> std::string {
if (args.size() < 2) { return "usage: set <property> <value>"; }
// Si hay enemigo seleccionado, aplicar a enemigo
if (MapEditor::get()->hasSelectedEnemy()) {
return MapEditor::get()->setEnemyProperty(args[0], args[1]);
switch (MapEditor::get()->getSelectionType()) {
case EntityType::ENEMY: return MapEditor::get()->setEnemyProperty(args[0], args[1]);
case EntityType::ITEM: return MapEditor::get()->setItemProperty(args[0], args[1]);
case EntityType::PLATFORM: return MapEditor::get()->setPlatformProperty(args[0], args[1]);
default: return MapEditor::get()->setRoomProperty(args[0], args[1]);
}
// Si hay item seleccionado, aplicar a item
if (MapEditor::get()->hasSelectedItem()) {
return MapEditor::get()->setItemProperty(args[0], args[1]);
}
// Si no, aplicar a la habitación
return MapEditor::get()->setRoomProperty(args[0], args[1]);
}
// ENEMY [ADD|DELETE|DUPLICATE]
@@ -785,6 +779,22 @@ static auto cmdItem(const std::vector<std::string>& args) -> std::string {
}
return "usage: item <add|delete|duplicate>";
}
// PLATFORM [ADD|DELETE|DUPLICATE]
static auto cmdPlatform(const std::vector<std::string>& args) -> std::string {
if ((MapEditor::get() == nullptr) || !MapEditor::get()->isActive()) { return "Editor not active"; }
if (args.empty()) { return "usage: platform <add|delete|duplicate>"; }
if (args[0] == "ADD") { return MapEditor::get()->addPlatform(); }
if (args[0] == "DELETE") {
if (!MapEditor::get()->hasSelectedPlatform()) { return "No platform selected"; }
return MapEditor::get()->deletePlatform();
}
if (args[0] == "DUPLICATE") {
if (!MapEditor::get()->hasSelectedPlatform()) { return "No platform selected"; }
return MapEditor::get()->duplicatePlatform();
}
return "usage: platform <add|delete|duplicate>";
}
#endif
// SHOW [INFO|NOTIFICATION|CHEEVO]
@@ -933,6 +943,7 @@ void CommandRegistry::registerHandlers() { // NOLINT(readability-function-cogni
handlers_["cmd_set"] = cmdSet;
handlers_["cmd_enemy"] = cmdEnemy;
handlers_["cmd_item"] = cmdItem;
handlers_["cmd_platform"] = cmdPlatform;
#endif
// HELP se registra en load() como lambda que captura this