game/mario/editor_visitor.cpp

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#include "editor_visitor.hpp"
#include "../sdlpp/sdlpp_renderobject.hpp"
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#include "blocks.hpp"
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#include "objectids.hpp"
#include "edit_box.hpp"
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#include "tool_box.hpp"
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#include <memory>
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#define SELECTED_LEFT_MAP 0x00000001
#define SELECTED_RIGHT_MAP 0x00000002
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#define SELECTED_REMOVE_BLOCK 0x00000004
#define SELECTED_REMOVE_MODIFIER 0x00000008
#define SELECTED_RIGHT_TOOL 0x00000010
#define SELECTED_LEFT_TOOL 0x00000020
#define SELECTED_RIGHT_MOD 0x00000040
#define SELECTED_LEFT_MOD 0x00000080
#define SELECTED_RIGHT_CHARACTER 0x00000100
#define SELECTED_LEFT_CHARACTER 0x00000200
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#define SELECTED_BUTTON 0x00000400
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void MouseVisitor::visit(const SDLPP::RenderObject &obj) {
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auto id = obj.getId();
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switch (id) {
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case EDITOR_LEFT_MAP_ID:
select_flags |= SELECTED_LEFT_MAP;
break;
case EDITOR_RIGHT_MAP_ID:
select_flags |= SELECTED_RIGHT_MAP;
break;
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case EDITOR_LEFT_TOOL_ID:
select_flags |= SELECTED_LEFT_TOOL;
break;
case EDITOR_RIGHT_TOOL_ID:
select_flags |= SELECTED_RIGHT_TOOL;
break;
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case EDITOR_LEFT_MOD_ID:
select_flags |= SELECTED_LEFT_MOD;
break;
case EDITOR_RIGHT_MOD_ID:
select_flags |= SELECTED_RIGHT_MOD;
break;
case EDITOR_LEFT_CHARACTER_ID:
select_flags |= SELECTED_LEFT_CHARACTER;
break;
case EDITOR_RIGHT_CHARACTER_ID:
select_flags |= SELECTED_RIGHT_CHARACTER;
break;
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case EDITOR_EDIT_SQUARE:
edit_box = true;
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edit_box_location = dynamic_cast<const EditBox &>(obj).getIndexes();
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break;
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case EDITOR_TOOL_ID:
tool_box = true;
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tool_box_location = dynamic_cast<const ToolBox &>(obj).getIndexes();
tool_box_type = dynamic_cast<const ToolBox &>(obj).getType();
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break;
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case BUTTON_ID:
select_flags |= SELECTED_BUTTON;
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cur_button = reinterpret_cast<const Button*>(&obj)->getButtonIndex();
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break;
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default:
break;
}
}
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bool MouseVisitor::moveMapLeft(uint64_t flags) {
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return flags & SELECTED_LEFT_MAP;
}
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bool MouseVisitor::moveMapRight(uint64_t flags) {
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return flags & SELECTED_RIGHT_MAP;
}
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bool MouseVisitor::moveToolsLeft(uint64_t flags) {
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return flags & SELECTED_LEFT_TOOL;
}
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bool MouseVisitor::moveToolsRight(uint64_t flags) {
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return flags & SELECTED_RIGHT_TOOL;
}
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bool MouseVisitor::moveModsLeft(uint64_t flags) {
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return flags & SELECTED_LEFT_MOD;
}
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bool MouseVisitor::moveModsRight(uint64_t flags) {
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return flags & SELECTED_RIGHT_MOD;
}
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bool MouseVisitor::moveCharactersLeft(uint64_t flags) {
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return flags & SELECTED_LEFT_CHARACTER;
}
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bool MouseVisitor::moveCharactersRight(uint64_t flags) {
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return flags & SELECTED_RIGHT_CHARACTER;
}
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bool MouseVisitor::button(uint64_t flags) {
return flags & SELECTED_BUTTON;
}
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void ToolVisitor::visit(const SDLPP::RenderObject &obj) {
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auto id = obj.getCollisions()[0]->getId();
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switch (id) {
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case EDITOR_TERRAIN_ID: {
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const auto &m_obj = dynamic_cast<const MarioBlock &>(obj);
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remove_block = true;
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if (obj.getId() == source_id &&
((m_obj.getType() == source_type &&
getVisitorType() == VisitorType::Terrain) ||
(m_obj.getData() == _data &&
getVisitorType() == VisitorType::Modifier))) {
add_block = false;
}
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} break;
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case EDITOR_CHARACTER_ID: {
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const auto &m_obj = dynamic_cast<const MarioBlock &>(obj);
remove_block = true;
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if (obj.getId() == source_id && m_obj.getType() == source_type &&
getVisitorType() == VisitorType::Character) {
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add_block = false;
}
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}
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default:
break;
}
}
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bool ToolVisitor::addBlock() const {
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return add_block;
}
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bool ToolVisitor::removeBlock() const {
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return remove_block;
}