Mario Editor: add option to select a level to load
This commit is contained in:
parent
6cee97059c
commit
4477c39524
@ -92,6 +92,7 @@ target_sources(editor
|
||||
PRIVATE scenes/editor_main_menu.cpp
|
||||
PRIVATE scenes/yes_no_scene.cpp
|
||||
PRIVATE scenes/ok_scene.cpp
|
||||
PRIVATE scenes/load_scene.cpp
|
||||
)
|
||||
|
||||
target_compile_definitions(editor PUBLIC EDITOR)
|
||||
|
@ -13,6 +13,7 @@
|
||||
#include "../blocks/coineditorblock.hpp"
|
||||
#include <SDL2/SDL_keycode.h>
|
||||
#include <array>
|
||||
#include "../filesystem.hpp"
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "../sdlpp/SDL2/SDL2_framerate.h"
|
||||
@ -46,6 +47,8 @@
|
||||
#define MOD_WIDTH 2
|
||||
#define OVERWORLD_WIDTH 2
|
||||
|
||||
const std::string levelsDir = "levels";
|
||||
|
||||
struct ToolType {
|
||||
enum Value {
|
||||
BLOCK,
|
||||
@ -142,12 +145,14 @@ bool getFlag(uint64_t flag) {
|
||||
|
||||
void saveMapCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
|
||||
std::cout << "SAVING" << std::endl;
|
||||
saveMap("levels/" + level_name_text + ".marmap", global_vars.objects);
|
||||
saveMap(levelsDir + FSLib::dir_divisor + level_name_text + ".marmap",
|
||||
global_vars.objects);
|
||||
}
|
||||
|
||||
void loadMapDialogCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
|
||||
void loadMapDialogCallback(const std::string &level_name) {
|
||||
std::cout << "LOADING" << std::endl;
|
||||
level_name_text = level_name.substr(0, level_name.length() - 7);
|
||||
setFlag(LOAD_MAP_FLAG);
|
||||
setFlag(TEXT_UPDATE_FLAG);
|
||||
}
|
||||
|
||||
void updateTool() {
|
||||
@ -1042,11 +1047,11 @@ void openMapEditor(std::shared_ptr<SDLPP::Scene> &scene,
|
||||
|
||||
global_vars.current_world_type = LandType::OVERWORLD;
|
||||
|
||||
if (filename.empty()) {
|
||||
if (filename.empty() || !FSLib::exists(filename)) {
|
||||
loadEmptyMap(global_vars.objects, MAP_WIDTH);
|
||||
} else {
|
||||
loadMap(scene, global_vars.mario, "test_binary.bin",
|
||||
global_vars.objects, true, MAP_WIDTH);
|
||||
loadMap(scene, global_vars.mario, filename, global_vars.objects, true,
|
||||
MAP_WIDTH);
|
||||
}
|
||||
|
||||
// map
|
||||
@ -1146,7 +1151,8 @@ void openMapEditor(std::shared_ptr<SDLPP::Scene> &scene,
|
||||
|
||||
// level_name label
|
||||
auto level_name_label = std::make_shared<SDLPP::TextRenderer>(
|
||||
0.1, 0.1, BLOCK_SIZE * 8, 0.05, renderer, "Level Name:", font_config, SDLPP_TEXT_LEFT);
|
||||
0.1, 0.1, BLOCK_SIZE * 8, 0.05, renderer, "Level Name:", font_config,
|
||||
SDLPP_TEXT_LEFT);
|
||||
level_name_label->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
|
||||
level_name_label->setPermanent();
|
||||
scene->addObject(level_name_label);
|
||||
@ -1335,9 +1341,9 @@ void editorAdditionalRender(std::shared_ptr<SDLPP::Scene> &scene) {
|
||||
unsetFlag(UPDATE_FLAG);
|
||||
}
|
||||
if (getFlag(LOAD_MAP_FLAG)) {
|
||||
// TODO filename
|
||||
editorScene->resetScene();
|
||||
openMapEditor(editorScene, "test_binary.bin");
|
||||
openMapEditor(editorScene, levelsDir + FSLib::dir_divisor +
|
||||
level_name_text + ".marmap");
|
||||
unsetFlag(LOAD_MAP_FLAG);
|
||||
}
|
||||
if (getFlag(TEXT_UPDATE_FLAG)) {
|
||||
|
@ -29,6 +29,17 @@ void resumeMainMenuCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
|
||||
resumeMainMenu();
|
||||
}
|
||||
|
||||
void loadFinished(const std::string level_name) {
|
||||
__quit_scenes_main_menu = true;
|
||||
loadMapDialogCallback(level_name);
|
||||
}
|
||||
|
||||
void showLoadMenu(void */*UNUSED*/, Button */*UNUSED*/) {
|
||||
// TODO levels
|
||||
auto loadMenu = createLoadScene(__buttons_main_menu.back()->getRenderer(), "levels", loadFinished);
|
||||
game_scenes.push_back(loadMenu);
|
||||
}
|
||||
|
||||
void __updateSelectedButton_MainMenu(uint64_t new_index) {
|
||||
if (new_index != __cur_button_index_main_menu &&
|
||||
new_index != (uint64_t)-1) {
|
||||
@ -120,7 +131,7 @@ createSceneMainMenu(std::shared_ptr<SDLPP::Renderer> &renderer) {
|
||||
__buttons_main_menu.back()->setButtonIndex(__buttons_main_menu.size() - 1);
|
||||
__buttons_main_menu.emplace_back(std::make_shared<Button>(
|
||||
0.2, 0.4, 0.6, 0.1, renderer, "LOAD", default_button_theme,
|
||||
loadMapDialogCallback, nullptr));
|
||||
showLoadMenu, nullptr));
|
||||
__buttons_main_menu.back()->setAlignment(SDLPP::OBJ_CENTER,
|
||||
SDLPP::OBJ_CENTER);
|
||||
__buttons_main_menu.back()->setPermanent();
|
||||
|
@ -15,7 +15,7 @@ extern std::mutex render_mutex;
|
||||
extern std::vector<SceneStruct> game_scenes;
|
||||
|
||||
void saveMapCallback(void *input, Button *caller);
|
||||
void loadMapDialogCallback(void *input, Button *caller);
|
||||
void loadMapDialogCallback(const std::string &level_name);
|
||||
|
||||
SceneStruct createEditorScene(std::shared_ptr<SDLPP::Renderer> &renderer);
|
||||
SceneStruct
|
||||
@ -29,5 +29,8 @@ SceneStruct createYesNoScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
SceneStruct createOkScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
const std::string &text,
|
||||
std::function<void()> finalizer);
|
||||
SceneStruct createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
const std::string &path,
|
||||
std::function<void(const std::string &)> finalizer);
|
||||
|
||||
#endif
|
268
mario/scenes/load_scene.cpp
Normal file
268
mario/scenes/load_scene.cpp
Normal file
@ -0,0 +1,268 @@
|
||||
#include "SDL2/SDL_keycode.h"
|
||||
#include "editor_scenes.hpp"
|
||||
#include "../../sdlpp/sdlpp.hpp"
|
||||
#include "../../sdlpp/sdlpp_mouse.hpp"
|
||||
#include "../global_vars.hpp"
|
||||
#include "../objectids.hpp"
|
||||
#include "../editor_visitor.hpp"
|
||||
#include "../filesystem.hpp"
|
||||
|
||||
bool __update_scenes_load_dialog = false;
|
||||
bool __quit_scenes_load_dialog = false;
|
||||
bool __started_load_dialog = false;
|
||||
uint64_t __cur_button_index_load_dialog = -1;
|
||||
uint64_t __cur_button_index_load_dialog_down = -1;
|
||||
std::vector<std::shared_ptr<Button>> __buttons_load_dialog{};
|
||||
std::shared_ptr<SDLPP::RectangleRender> __mouse_load_dialog{};
|
||||
|
||||
std::function<void(const std::string &)> __load_dialog_finalizer;
|
||||
std::string __selected_level_load_dialog = "";
|
||||
|
||||
void __quitLoadDialog() {
|
||||
__quit_scenes_load_dialog = true;
|
||||
}
|
||||
void __updateSelectedButton_LoadDialog(uint64_t new_index) {
|
||||
if (new_index != __cur_button_index_load_dialog &&
|
||||
new_index != (uint64_t)-1) {
|
||||
__buttons_load_dialog[new_index]->setHighlight();
|
||||
|
||||
if (__cur_button_index_load_dialog != (uint64_t)-1) {
|
||||
__buttons_load_dialog[__cur_button_index_load_dialog]
|
||||
->unsetHighlight();
|
||||
}
|
||||
__cur_button_index_load_dialog = new_index;
|
||||
}
|
||||
}
|
||||
|
||||
void __quitCallback_LoadDialog(void * /*UNUSED*/, Button *btn) {
|
||||
__selected_level_load_dialog = btn->getText();
|
||||
__quitLoadDialog();
|
||||
}
|
||||
|
||||
void __moveButtons(double movement) {
|
||||
for (auto &button : __buttons_load_dialog) {
|
||||
button->setPos(button->getPos() + SDLPP::Vec2D<double>(0, movement));
|
||||
}
|
||||
__update_scenes_load_dialog = true;
|
||||
}
|
||||
|
||||
void __selectUpperButton() {
|
||||
if (__cur_button_index_load_dialog > 0) {
|
||||
__updateSelectedButton_LoadDialog(__cur_button_index_load_dialog - 1);
|
||||
if (__buttons_load_dialog[__cur_button_index_load_dialog]
|
||||
->getPos()
|
||||
.getY() < 0.49) {
|
||||
__moveButtons(0.25);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void __selectLowerButton() {
|
||||
if (__cur_button_index_load_dialog < __buttons_load_dialog.size() - 1) {
|
||||
__updateSelectedButton_LoadDialog(__cur_button_index_load_dialog + 1);
|
||||
auto pos =
|
||||
__buttons_load_dialog[__cur_button_index_load_dialog]->getPos();
|
||||
if (__buttons_load_dialog[__cur_button_index_load_dialog]
|
||||
->getPos()
|
||||
.getY() > 0.99) {
|
||||
__moveButtons(-0.25);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void __handleKeyUp_LoadDialog(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
|
||||
switch (key) {
|
||||
case SDLK_ESCAPE:
|
||||
__selected_level_load_dialog = "";
|
||||
__quitLoadDialog();
|
||||
break;
|
||||
case SDLK_RETURN:
|
||||
__buttons_load_dialog[__cur_button_index_load_dialog]
|
||||
->performFunction();
|
||||
break;
|
||||
case SDLK_UP:
|
||||
case SDLK_w:
|
||||
__selectUpperButton();
|
||||
break;
|
||||
case SDLK_DOWN:
|
||||
case SDLK_s:
|
||||
__selectLowerButton();
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void addLevelButton(const std::string &path, const std::string &file,
|
||||
double &start_height, const int initial_path_len,
|
||||
std::shared_ptr<SDLPP::Renderer> &renderer,
|
||||
ButtonConfig &button_theme) {
|
||||
if (FSLib::isDirectory(path + FSLib::dir_divisor + file)) {
|
||||
for (const auto &file_rec :
|
||||
FSLib::Directory(path + FSLib::dir_divisor + file)) {
|
||||
addLevelButton(path + FSLib::dir_divisor + file, file_rec,
|
||||
start_height, initial_path_len, renderer,
|
||||
button_theme);
|
||||
}
|
||||
} else {
|
||||
__buttons_load_dialog.emplace_back(std::make_shared<Button>(
|
||||
0.3, start_height, 0.4, 0.2, renderer,
|
||||
(path + FSLib::dir_divisor + file).substr(initial_path_len),
|
||||
button_theme, __quitCallback_LoadDialog, nullptr));
|
||||
__buttons_load_dialog.back()->setAlignment(SDLPP::OBJ_CENTER,
|
||||
SDLPP::OBJ_CENTER);
|
||||
__buttons_load_dialog.back()->setPermanent();
|
||||
__buttons_load_dialog.back()->setButtonIndex(
|
||||
__buttons_load_dialog.size() - 1);
|
||||
start_height += 0.25;
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<SDLPP::Scene>
|
||||
createSceneLoadDialog(std::shared_ptr<SDLPP::Renderer> &renderer,
|
||||
const std::string &path) {
|
||||
auto scene = std::make_shared<SDLPP::Scene>(renderer);
|
||||
auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer,
|
||||
"#000000BB", true);
|
||||
bg->setPermanent();
|
||||
bg->setId(1);
|
||||
scene->addObject(bg);
|
||||
__mouse_load_dialog =
|
||||
std::make_shared<SDLPP::RectangleRender>(0.01, 0.01, 0, 0, renderer);
|
||||
__mouse_load_dialog->setMinWidth(1);
|
||||
__mouse_load_dialog->setMinHeight(1);
|
||||
__mouse_load_dialog->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
|
||||
__mouse_load_dialog->setId(EDITOR_MOUSE_ID);
|
||||
__mouse_load_dialog->setColiderColor("#00FF00");
|
||||
__mouse_load_dialog->addCollision(SDLPP::RectColider({ 0, 0 }, { 1, 1 }));
|
||||
scene->addObject(__mouse_load_dialog);
|
||||
|
||||
ButtonConfig default_button_theme{};
|
||||
default_button_theme.bg_color = "#FFFFFF88";
|
||||
default_button_theme.bg_color_highlight = "#FFFFFFBB";
|
||||
default_button_theme.bg_color_disabled = "#AAAAAA88";
|
||||
default_button_theme.font_color = "#000000";
|
||||
default_button_theme.font_color_highlight = "#000000";
|
||||
default_button_theme.font_color_disabled = "#555555";
|
||||
default_button_theme.font_outline_color = "#FFFFFF88";
|
||||
default_button_theme.font_outline_color_highlight = "#FFFFFFAA";
|
||||
default_button_theme.font_outline_color_disabled = "#787878";
|
||||
default_button_theme.outline = 0.1;
|
||||
// buttons
|
||||
double start_height = 0.5;
|
||||
for (const auto &file : FSLib::Directory(path)) {
|
||||
addLevelButton(path, file, start_height, path.length() + 1, renderer,
|
||||
default_button_theme);
|
||||
}
|
||||
for (auto &button : __buttons_load_dialog) {
|
||||
scene->addObject(button);
|
||||
}
|
||||
auto font_config = std::make_shared<SDLPP::FontConfiguration>(
|
||||
g_text_config->getFont(), "#000000", "#282828", 0.05);
|
||||
auto dialog_text = std::make_shared<SDLPP::TextRenderer>(
|
||||
0.1, 0.15, 0.8, 0.3, renderer, "LEVELS", font_config,
|
||||
SDLPP_TEXT_CENTER);
|
||||
dialog_text->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
|
||||
dialog_text->setPermanent();
|
||||
scene->addObject(dialog_text);
|
||||
return scene;
|
||||
}
|
||||
|
||||
void __resetGlobals_LoadDialog() {
|
||||
__update_scenes_load_dialog = false;
|
||||
__quit_scenes_load_dialog = false;
|
||||
__started_load_dialog = false;
|
||||
__cur_button_index_load_dialog = -1;
|
||||
__cur_button_index_load_dialog_down = -1;
|
||||
__buttons_load_dialog.clear();
|
||||
__mouse_load_dialog.reset();
|
||||
__selected_level_load_dialog = "";
|
||||
}
|
||||
|
||||
void __additionalRender_LoadDialog(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
|
||||
if (__update_scenes_load_dialog) {
|
||||
for (auto &_scene : game_scenes) {
|
||||
_scene.scene->updateSizeAndPosition();
|
||||
}
|
||||
if (__started_load_dialog) {
|
||||
__update_scenes_load_dialog = false;
|
||||
} else {
|
||||
__started_load_dialog = true;
|
||||
}
|
||||
}
|
||||
if (__quit_scenes_load_dialog) {
|
||||
__load_dialog_finalizer(__selected_level_load_dialog);
|
||||
game_scenes.pop_back();
|
||||
__resetGlobals_LoadDialog();
|
||||
}
|
||||
}
|
||||
|
||||
void __getMousePositionFlags_LoadDialog(SDLPP::Scene &scene) {
|
||||
auto mouse = scene.getObjects({ EDITOR_MOUSE_ID })[0];
|
||||
// move mouse colider to mouse position
|
||||
mouse->setPos(SDLPP::Mouse::getMousePositionDouble(
|
||||
scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER));
|
||||
|
||||
MouseVisitor visitor;
|
||||
scene.visitCollisions(*mouse, visitor);
|
||||
__updateSelectedButton_LoadDialog(visitor.getCurButton());
|
||||
//__cur_button_index_load_dialog = visitor.getCurButton();
|
||||
}
|
||||
|
||||
void __pollEvents_LoadDialog(std::shared_ptr<SDLPP::Scene> &scene) {
|
||||
SDL_Event event;
|
||||
while (SDLPP::getSDLEvent(event)) {
|
||||
switch (event.type) {
|
||||
case SDL_QUIT:
|
||||
__quitLoadDialog();
|
||||
break;
|
||||
case SDL_KEYUP:
|
||||
__handleKeyUp_LoadDialog(event.key.keysym.sym, *scene);
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
|
||||
__update_scenes_load_dialog = true;
|
||||
}
|
||||
break;
|
||||
case SDL_MOUSEMOTION:
|
||||
__getMousePositionFlags_LoadDialog(*scene);
|
||||
break;
|
||||
case SDL_MOUSEBUTTONUP:
|
||||
if (__cur_button_index_load_dialog_down ==
|
||||
__cur_button_index_load_dialog &&
|
||||
__cur_button_index_load_dialog != (uint64_t)-1) {
|
||||
__buttons_load_dialog[__cur_button_index_load_dialog]
|
||||
->performFunction();
|
||||
}
|
||||
break;
|
||||
case SDL_MOUSEBUTTONDOWN:
|
||||
// store current mouse flags in previous mouse flags
|
||||
__cur_button_index_load_dialog_down =
|
||||
__cur_button_index_load_dialog;
|
||||
break;
|
||||
case SDL_MOUSEWHEEL:
|
||||
if (event.wheel.y > 0) {
|
||||
__moveButtons(-0.02);
|
||||
} else if (event.wheel.y < 0) {
|
||||
__moveButtons(0.02);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SceneStruct
|
||||
createLoadScene(std::shared_ptr<SDLPP::Renderer> renderer,
|
||||
const std::string &path,
|
||||
std::function<void(const std::string &)> finalizer) {
|
||||
__load_dialog_finalizer = finalizer;
|
||||
SceneStruct ret{};
|
||||
ret.scene = createSceneLoadDialog(renderer, path);
|
||||
ret.additionalRender = __additionalRender_LoadDialog;
|
||||
ret.doInput = __pollEvents_LoadDialog;
|
||||
__update_scenes_load_dialog = true;
|
||||
__updateSelectedButton_LoadDialog(0);
|
||||
return ret;
|
||||
}
|
Loading…
Reference in New Issue
Block a user