3 #include "game/camera.h"
4 #include "game/sound_samples.h"
5 #include "game/level/boxes.h"
6 #include "game/level/level_editor/color_picker.h"
7 #include "game/level/level_editor/rect_layer.h"
8 #include "game/level/level_editor/point_layer.h"
9 #include "game/level/level_editor/player_layer.h"
10 #include "game/level/level_editor/label_layer.h"
11 #include "game/level/level_editor/background_layer.h"
12 #include "ui/edit_field.h"
13 #include "system/stacktrace.h"
14 #include "system/nth_alloc.h"
15 #include "system/log.h"
16 #include "system/str.h"
18 #include "math/extrema.h"
19 #include "system/file.h"
21 #include "level_editor.h"
23 #define LEVEL_FOLDER_MAX_LENGTH 512
24 #define LEVEL_EDITOR_EDIT_FIELD_SIZE vec(5.0f, 5.0f)
25 #define LEVEL_EDITOR_EDIT_FIELD_COLOR COLOR_BLACK
27 #define LEVEL_EDITOR_NOTICE_SCALE vec(10.0f, 10.0f)
28 #define LEVEL_EDITOR_NOTICE_DURATION 1.0f
29 #define LEVEL_EDITOR_NOTICE_PADDING_TOP 100.0f
31 static int level_editor_dump(LevelEditor *level_editor);
33 // TODO(#994): too much duplicate code between create_level_editor and create_level_editor_from_file
35 void create_level_editor(LevelEditor *level_editor, Cursor *cursor)
37 memset(level_editor, 0, sizeof(*level_editor));
39 level_editor->edit_field_filename.font_size = LEVEL_EDITOR_EDIT_FIELD_SIZE;
40 level_editor->edit_field_filename.font_color = LEVEL_EDITOR_EDIT_FIELD_COLOR;
42 level_editor->background_layer = create_background_layer(hexstr("fffda5"));
43 level_editor->player_layer = create_player_layer(vec(0.0f, 0.0f), hexstr("ff8080"));
44 level_editor->platforms_layer = create_rect_layer("platform", cursor);
45 level_editor->goals_layer = create_point_layer("goal"),
46 level_editor->lava_layer = create_rect_layer("lava", cursor);
47 level_editor->back_platforms_layer = create_rect_layer("back_platform", cursor);
48 level_editor->boxes_layer = create_rect_layer("box", cursor);
49 level_editor->label_layer = create_label_layer("label");
50 level_editor->regions_layer = create_rect_layer("region", cursor),
52 level_editor->layers[LAYER_PICKER_BOXES] = rect_layer_as_layer(&level_editor->boxes_layer);
53 level_editor->layers[LAYER_PICKER_PLATFORMS] = rect_layer_as_layer(&level_editor->platforms_layer);
54 level_editor->layers[LAYER_PICKER_BACK_PLATFORMS] = rect_layer_as_layer(&level_editor->back_platforms_layer);
55 level_editor->layers[LAYER_PICKER_GOALS] = point_layer_as_layer(&level_editor->goals_layer);
56 level_editor->layers[LAYER_PICKER_PLAYER] = player_layer_as_layer(&level_editor->player_layer);
57 level_editor->layers[LAYER_PICKER_LAVA] = rect_layer_as_layer(&level_editor->lava_layer);
58 level_editor->layers[LAYER_PICKER_REGIONS] = rect_layer_as_layer(&level_editor->regions_layer);
59 level_editor->layers[LAYER_PICKER_BACKGROUND] = background_layer_as_layer(&level_editor->background_layer);
60 level_editor->layers[LAYER_PICKER_LABELS] = label_layer_as_layer(&level_editor->label_layer);
62 level_editor->notice = (FadingWigglyText) {
64 .text = "Level saved",
65 .color = rgba(0.0f, 0.0f, 0.0f, 0.0f),
66 .scale = LEVEL_EDITOR_NOTICE_SCALE
68 .duration = LEVEL_EDITOR_NOTICE_DURATION,
71 level_editor->camera_scale = 1.0f;
72 level_editor->undo_history = create_undo_history();
75 void level_editor_load_from_file(LevelEditor *level_editor, Memory *tmpmem, const char *file_name)
77 trace_assert(file_name);
79 if (level_editor->file_name) free(level_editor->file_name);
80 level_editor->file_name = string_duplicate(file_name, NULL);
82 String input = read_whole_file(tmpmem, file_name);
83 trace_assert(input.data);
85 String version = trim(chop_by_delim(&input, '\n'));
87 if (string_equal(version, STRING_LIT("1"))) {
88 chop_by_delim(&input, '\n');
89 } else if (string_equal(version, STRING_LIT("2"))) {
92 log_fail("Version `%s` is not supported. Expected version `%s`.\n",
93 string_to_cstr(tmpmem, version),
98 level_editor->background_layer = chop_background_layer(&input);
99 level_editor->player_layer = chop_player_layer(tmpmem, &input);
100 rect_layer_reload(&level_editor->platforms_layer, tmpmem, &input);
101 point_layer_reload(&level_editor->goals_layer, tmpmem, &input);
102 rect_layer_reload(&level_editor->lava_layer, tmpmem, &input);
103 rect_layer_reload(&level_editor->back_platforms_layer, tmpmem, &input);
104 rect_layer_reload(&level_editor->boxes_layer, tmpmem, &input);
105 label_layer_reload(&level_editor->label_layer, tmpmem, &input);
106 rect_layer_reload(&level_editor->regions_layer, tmpmem, &input);
107 undo_history_clean(&level_editor->undo_history);
110 void level_editor_clean(LevelEditor *level_editor)
112 level_editor->camera_scale = 1.0f;
113 level_editor->camera_position = vec(0.0f, 0.0f);
114 if (level_editor->file_name) {
115 free(level_editor->file_name);
116 level_editor->file_name = NULL;
118 level_editor->background_layer = create_background_layer(hexstr("fffda5"));
119 level_editor->player_layer = create_player_layer(vec(0.0f, 0.0f), hexstr("ff8080"));
120 rect_layer_clean(&level_editor->platforms_layer);
121 point_layer_clean(&level_editor->goals_layer);
122 rect_layer_clean(&level_editor->lava_layer);
123 rect_layer_clean(&level_editor->back_platforms_layer);
124 rect_layer_clean(&level_editor->boxes_layer);
125 label_layer_clean(&level_editor->label_layer);
126 rect_layer_clean(&level_editor->regions_layer);
127 undo_history_clean(&level_editor->undo_history);
130 void destroy_level_editor(LevelEditor *level_editor)
132 trace_assert(level_editor);
133 destroy_undo_history(level_editor->undo_history);
134 destroy_rect_layer(level_editor->boxes_layer);
135 destroy_rect_layer(level_editor->platforms_layer);
136 destroy_rect_layer(level_editor->back_platforms_layer);
137 destroy_point_layer(level_editor->goals_layer);
138 destroy_rect_layer(level_editor->lava_layer);
139 destroy_rect_layer(level_editor->regions_layer);
140 destroy_label_layer(level_editor->label_layer);
142 if (level_editor->file_name) {
143 free(level_editor->file_name);
147 int level_editor_render(const LevelEditor *level_editor,
148 const Camera *camera)
150 trace_assert(level_editor);
151 trace_assert(camera);
153 if (camera_clear_background(camera, color_picker_rgba(&level_editor->background_layer.color_picker)) < 0) {
157 const Rect world_viewport = camera_view_port(camera);
159 if (PLAYER_DEATH_LEVEL < world_viewport.y + world_viewport.h) {
160 if (camera_fill_rect(
163 world_viewport.x, PLAYER_DEATH_LEVEL,
164 world_viewport.w, world_viewport.h + fmaxf(0.0f, world_viewport.y - PLAYER_DEATH_LEVEL)),
165 LEVEL_EDITOR_DETH_LEVEL_COLOR) < 0) {
170 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
172 level_editor->layers[i],
174 i == level_editor->layer_picker) < 0) {
179 if (layer_picker_render(&level_editor->layer_picker, camera) < 0) {
183 if (level_editor->state == LEVEL_EDITOR_SAVEAS) {
185 const Vec2f size = LEVEL_EDITOR_EDIT_FIELD_SIZE;
186 const char *save_as_text = "Save as: ";
187 const Vec2f position = vec(200.0f, 200.0f);
188 const float save_as_width =
189 (float) strlen(save_as_text) * FONT_CHAR_WIDTH * size.x;
192 camera_render_text_screen(
195 LEVEL_EDITOR_EDIT_FIELD_SIZE,
196 LEVEL_EDITOR_EDIT_FIELD_COLOR,
199 if (edit_field_render_screen(
200 &level_editor->edit_field_filename,
202 vec(position.x + save_as_width, position.y)) < 0) {
207 const Rect screen_viewport = camera_view_port_screen(camera);
208 const Vec2f text_size = fading_wiggly_text_size(&level_editor->notice);
210 fading_wiggly_text_render(
211 &level_editor->notice, camera,
212 vec(screen_viewport.w * 0.5f - text_size.x * 0.5f,
213 LEVEL_EDITOR_NOTICE_PADDING_TOP));
219 int level_editor_saveas_event(LevelEditor *level_editor,
220 const SDL_Event *event,
221 const Camera *camera)
223 trace_assert(level_editor);
225 trace_assert(camera);
227 switch (event->type) {
229 if (event->key.keysym.sym == SDLK_RETURN) {
230 trace_assert(level_editor->file_name == NULL);
231 char path[LEVEL_FOLDER_MAX_LENGTH];
234 LEVEL_FOLDER_MAX_LENGTH,
235 "./assets/levels/%s.txt",
236 edit_field_as_text(&level_editor->edit_field_filename));
237 level_editor->file_name = string_duplicate(path, NULL);
238 level_editor_dump(level_editor);
240 level_editor->state = LEVEL_EDITOR_IDLE;
246 return edit_field_event(&level_editor->edit_field_filename, event);
250 int level_editor_idle_event(LevelEditor *level_editor,
251 const SDL_Event *event,
254 trace_assert(level_editor);
256 trace_assert(camera);
258 switch (event->type) {
260 switch(event->key.keysym.sym) {
262 if (!SDL_IsTextInputActive()) {
263 if (level_editor->file_name) {
264 level_editor_dump(level_editor);
265 log_info("Saving level to `%s`\n", level_editor->file_name);
267 SDL_StartTextInput();
268 level_editor->state = LEVEL_EDITOR_SAVEAS;
274 if (event->key.keysym.mod & KMOD_CTRL) {
275 if (undo_history_empty(&level_editor->undo_history)) {
276 level_editor->bell = 1;
278 undo_history_pop(&level_editor->undo_history);
284 case SDL_MOUSEWHEEL: {
286 SDL_GetMouseState(&x, &y);
288 Vec2f position = camera_map_screen(camera, x, y);
289 if (event->wheel.y > 0) {
290 level_editor->camera_scale += 0.1f;
291 } else if (event->wheel.y < 0) {
292 level_editor->camera_scale = fmaxf(0.1f, level_editor->camera_scale - 0.1f);
294 camera_scale(camera, level_editor->camera_scale);
295 Vec2f zoomed_position = camera_map_screen(camera, x, y);
297 level_editor->camera_position =
299 level_editor->camera_position,
300 vec_sub(position, zoomed_position));
301 camera_center_at(camera, level_editor->camera_position);
304 case SDL_MOUSEBUTTONUP:
305 case SDL_MOUSEBUTTONDOWN: {
306 if (event->type == SDL_MOUSEBUTTONDOWN && event->button.button == SDL_BUTTON_MIDDLE) {
307 level_editor->drag = true;
310 if (event->type == SDL_MOUSEBUTTONUP && event->button.button == SDL_BUTTON_MIDDLE) {
311 level_editor->drag = false;
315 case SDL_MOUSEMOTION: {
316 if (level_editor->drag) {
317 const Vec2f next_position = camera_map_screen(camera, event->motion.x, event->motion.y);
318 const Vec2f prev_position = camera_map_screen(
320 event->motion.x + event->motion.xrel,
321 event->motion.y + event->motion.yrel);
323 vec_add(&level_editor->camera_position,
324 vec_sub(next_position, prev_position));
325 camera_center_at(camera, level_editor->camera_position);
331 bool selected = false;
332 if (layer_picker_event(
333 &level_editor->layer_picker,
342 level_editor->layers[level_editor->layer_picker],
345 &level_editor->undo_history) < 0) {
349 level_editor->click = 1;
356 int level_editor_event(LevelEditor *level_editor,
357 const SDL_Event *event,
360 trace_assert(level_editor);
362 trace_assert(camera);
364 switch (level_editor->state) {
365 case LEVEL_EDITOR_IDLE:
366 return level_editor_idle_event(level_editor, event, camera);
368 case LEVEL_EDITOR_SAVEAS:
369 return level_editor_saveas_event(level_editor, event, camera);
375 int level_editor_focus_camera(LevelEditor *level_editor,
378 camera_center_at(camera, level_editor->camera_position);
379 camera_scale(camera, level_editor->camera_scale);
383 static LayerPicker level_format_layer_order[LAYER_PICKER_N] = {
384 LAYER_PICKER_BACKGROUND,
386 LAYER_PICKER_PLATFORMS,
389 LAYER_PICKER_BACK_PLATFORMS,
395 /* TODO(#904): LevelEditor does not check that the saved level file is modified by external program */
396 static int level_editor_dump(LevelEditor *level_editor)
398 trace_assert(level_editor);
400 FILE *filedump = fopen(level_editor->file_name, "w");
401 trace_assert(filedump);
403 if (fprintf(filedump, "%s\n", VERSION) < 0) {
407 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
408 if (layer_dump_stream(
409 level_editor->layers[level_format_layer_order[i]],
417 fading_wiggly_text_reset(&level_editor->notice);
418 level_editor->save = 1;
423 int level_editor_update(LevelEditor *level_editor, float delta_time)
425 return fading_wiggly_text_update(&level_editor->notice, delta_time);
428 void level_editor_sound(LevelEditor *level_editor, Sound_samples *sound_samples)
430 trace_assert(sound_samples);
433 if (level_editor->bell) {
434 level_editor->bell = 0;
435 sound_samples_play_sound(sound_samples, 2);
438 if (level_editor->click) {
439 level_editor->click = 0;
440 sound_samples_play_sound(sound_samples, 3);
443 if (level_editor->save) {
444 level_editor->save = 0;
445 sound_samples_play_sound(sound_samples, 4);