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 LevelEditor *create_level_editor(Memory *memory, Cursor *cursor)
37 LevelEditor *level_editor = memory_alloc(memory, sizeof(LevelEditor));
38 memset(level_editor, 0, sizeof(*level_editor));
40 level_editor->edit_field_filename.font_size = LEVEL_EDITOR_EDIT_FIELD_SIZE;
41 level_editor->edit_field_filename.font_color = LEVEL_EDITOR_EDIT_FIELD_COLOR;
43 level_editor->background_layer = create_background_layer(hexstr("fffda5"));
44 level_editor->player_layer = create_player_layer(vec(0.0f, 0.0f), hexstr("ff8080"));
46 level_editor->platforms_layer = create_rect_layer(memory, "platform", cursor);
47 level_editor->lava_layer = create_rect_layer(memory, "lava", cursor);
48 level_editor->back_platforms_layer = create_rect_layer(memory, "back_platform", cursor);
49 level_editor->boxes_layer = create_rect_layer(memory, "box", cursor);
50 level_editor->regions_layer = create_rect_layer(memory, "region", cursor);
51 level_editor->goals_layer = create_point_layer(memory, "goal");
52 level_editor->label_layer = create_label_layer(memory, "label");
54 level_editor->layers[LAYER_PICKER_BOXES] = rect_layer_as_layer(level_editor->boxes_layer);
55 level_editor->layers[LAYER_PICKER_PLATFORMS] = rect_layer_as_layer(level_editor->platforms_layer);
56 level_editor->layers[LAYER_PICKER_BACK_PLATFORMS] = rect_layer_as_layer(level_editor->back_platforms_layer);
57 level_editor->layers[LAYER_PICKER_GOALS] = point_layer_as_layer(level_editor->goals_layer);
58 level_editor->layers[LAYER_PICKER_PLAYER] = player_layer_as_layer(&level_editor->player_layer);
59 level_editor->layers[LAYER_PICKER_LAVA] = rect_layer_as_layer(level_editor->lava_layer);
60 level_editor->layers[LAYER_PICKER_REGIONS] = rect_layer_as_layer(level_editor->regions_layer);
61 level_editor->layers[LAYER_PICKER_BACKGROUND] = background_layer_as_layer(&level_editor->background_layer);
62 level_editor->layers[LAYER_PICKER_LABELS] = label_layer_as_layer(level_editor->label_layer);
65 level_editor->notice = (FadingWigglyText) {
67 .text = "Level saved",
68 .color = rgba(0.0f, 0.0f, 0.0f, 0.0f),
69 .scale = LEVEL_EDITOR_NOTICE_SCALE
71 .duration = LEVEL_EDITOR_NOTICE_DURATION,
74 level_editor->camera_scale = 1.0f;
75 level_editor->undo_history = create_undo_history(memory);
80 LevelEditor *create_level_editor_from_file(Memory *memory, Cursor *cursor, const char *file_name)
84 trace_assert(file_name);
86 LevelEditor *level_editor = create_level_editor(memory, cursor);
87 level_editor->file_name = strdup_to_memory(memory, file_name);
89 String input = read_whole_file(memory, file_name);
90 trace_assert(input.data);
92 String version = trim(chop_by_delim(&input, '\n'));
94 if (string_equal(version, STRING_LIT("1"))) {
95 chop_by_delim(&input, '\n');
96 } else if (string_equal(version, STRING_LIT("2"))) {
99 log_fail("Version `%s` is not supported. Expected version `%s`.\n",
100 string_to_cstr(memory, version),
105 level_editor->background_layer = chop_background_layer(&input);
106 level_editor->player_layer = chop_player_layer(memory, &input);
107 rect_layer_load(level_editor->platforms_layer, memory, &input);
108 point_layer_load(level_editor->goals_layer, memory, &input);
109 rect_layer_load(level_editor->lava_layer, memory, &input);
110 rect_layer_load(level_editor->back_platforms_layer, memory, &input);
111 rect_layer_load(level_editor->boxes_layer, memory, &input);
112 label_layer_load(level_editor->label_layer, memory, &input);
113 rect_layer_load(level_editor->regions_layer, memory, &input);
114 undo_history_clean(level_editor->undo_history);
119 int level_editor_render(const LevelEditor *level_editor,
120 const Camera *camera)
122 trace_assert(level_editor);
123 trace_assert(camera);
125 if (camera_clear_background(camera, color_picker_rgba(&level_editor->background_layer.color_picker)) < 0) {
129 const Rect world_viewport = camera_view_port(camera);
131 if (PLAYER_DEATH_LEVEL < world_viewport.y + world_viewport.h) {
132 if (camera_fill_rect(
135 world_viewport.x, PLAYER_DEATH_LEVEL,
136 world_viewport.w, world_viewport.h + fmaxf(0.0f, world_viewport.y - PLAYER_DEATH_LEVEL)),
137 LEVEL_EDITOR_DETH_LEVEL_COLOR) < 0) {
142 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
144 level_editor->layers[i],
146 i == level_editor->layer_picker) < 0) {
151 if (layer_picker_render(&level_editor->layer_picker, camera) < 0) {
155 if (level_editor->state == LEVEL_EDITOR_SAVEAS) {
157 const Vec2f size = LEVEL_EDITOR_EDIT_FIELD_SIZE;
158 const char *save_as_text = "Save as: ";
159 const Vec2f position = vec(200.0f, 200.0f);
160 const float save_as_width =
161 (float) strlen(save_as_text) * FONT_CHAR_WIDTH * size.x;
164 camera_render_text_screen(
167 LEVEL_EDITOR_EDIT_FIELD_SIZE,
168 LEVEL_EDITOR_EDIT_FIELD_COLOR,
171 if (edit_field_render_screen(
172 &level_editor->edit_field_filename,
174 vec(position.x + save_as_width, position.y)) < 0) {
179 const Rect screen_viewport = camera_view_port_screen(camera);
180 const Vec2f text_size = fading_wiggly_text_size(&level_editor->notice);
182 fading_wiggly_text_render(
183 &level_editor->notice, camera,
184 vec(screen_viewport.w * 0.5f - text_size.x * 0.5f,
185 LEVEL_EDITOR_NOTICE_PADDING_TOP));
191 int level_editor_saveas_event(LevelEditor *level_editor,
192 const SDL_Event *event,
193 const Camera *camera,
196 trace_assert(level_editor);
198 trace_assert(camera);
200 switch (event->type) {
202 if (event->key.keysym.sym == SDLK_RETURN) {
203 trace_assert(level_editor->file_name == NULL);
204 char path[LEVEL_FOLDER_MAX_LENGTH];
207 LEVEL_FOLDER_MAX_LENGTH,
208 "./assets/levels/%s.txt",
209 edit_field_as_text(&level_editor->edit_field_filename));
210 level_editor->file_name = strdup_to_memory(memory, path);
211 level_editor_dump(level_editor);
213 level_editor->state = LEVEL_EDITOR_IDLE;
219 return edit_field_event(&level_editor->edit_field_filename, event);
223 int level_editor_idle_event(LevelEditor *level_editor,
224 const SDL_Event *event,
227 trace_assert(level_editor);
229 trace_assert(camera);
231 switch (event->type) {
233 switch(event->key.keysym.sym) {
235 if (!SDL_IsTextInputActive()) {
236 if (level_editor->file_name) {
237 level_editor_dump(level_editor);
238 log_info("Saving level to `%s`\n", level_editor->file_name);
240 SDL_StartTextInput();
241 level_editor->state = LEVEL_EDITOR_SAVEAS;
247 if (event->key.keysym.mod & KMOD_CTRL) {
248 if (undo_history_empty(level_editor->undo_history)) {
249 level_editor->bell = 1;
251 undo_history_pop(level_editor->undo_history);
257 case SDL_MOUSEWHEEL: {
259 SDL_GetMouseState(&x, &y);
261 Vec2f position = camera_map_screen(camera, x, y);
262 if (event->wheel.y > 0) {
263 level_editor->camera_scale += 0.1f;
264 } else if (event->wheel.y < 0) {
265 level_editor->camera_scale = fmaxf(0.1f, level_editor->camera_scale - 0.1f);
267 camera_scale(camera, level_editor->camera_scale);
268 Vec2f zoomed_position = camera_map_screen(camera, x, y);
270 level_editor->camera_position =
272 level_editor->camera_position,
273 vec_sub(position, zoomed_position));
274 camera_center_at(camera, level_editor->camera_position);
277 case SDL_MOUSEBUTTONUP:
278 case SDL_MOUSEBUTTONDOWN: {
279 if (event->type == SDL_MOUSEBUTTONDOWN && event->button.button == SDL_BUTTON_MIDDLE) {
280 level_editor->drag = true;
283 if (event->type == SDL_MOUSEBUTTONUP && event->button.button == SDL_BUTTON_MIDDLE) {
284 level_editor->drag = false;
288 case SDL_MOUSEMOTION: {
289 if (level_editor->drag) {
290 const Vec2f next_position = camera_map_screen(camera, event->motion.x, event->motion.y);
291 const Vec2f prev_position = camera_map_screen(
293 event->motion.x + event->motion.xrel,
294 event->motion.y + event->motion.yrel);
296 vec_add(&level_editor->camera_position,
297 vec_sub(next_position, prev_position));
298 camera_center_at(camera, level_editor->camera_position);
304 bool selected = false;
305 if (layer_picker_event(
306 &level_editor->layer_picker,
315 level_editor->layers[level_editor->layer_picker],
318 level_editor->undo_history) < 0) {
322 level_editor->click = 1;
329 int level_editor_event(LevelEditor *level_editor,
330 const SDL_Event *event,
334 trace_assert(level_editor);
336 trace_assert(camera);
338 switch (level_editor->state) {
339 case LEVEL_EDITOR_IDLE:
340 return level_editor_idle_event(level_editor, event, camera);
342 case LEVEL_EDITOR_SAVEAS:
343 return level_editor_saveas_event(level_editor, event, camera, memory);
349 int level_editor_focus_camera(LevelEditor *level_editor,
352 camera_center_at(camera, level_editor->camera_position);
353 camera_scale(camera, level_editor->camera_scale);
357 static LayerPicker level_format_layer_order[LAYER_PICKER_N] = {
358 LAYER_PICKER_BACKGROUND,
360 LAYER_PICKER_PLATFORMS,
363 LAYER_PICKER_BACK_PLATFORMS,
369 /* TODO(#904): LevelEditor does not check that the saved level file is modified by external program */
370 static int level_editor_dump(LevelEditor *level_editor)
372 trace_assert(level_editor);
374 FILE *filedump = fopen(level_editor->file_name, "w");
375 trace_assert(filedump);
377 if (fprintf(filedump, "%s\n", VERSION) < 0) {
381 for (size_t i = 0; i < LAYER_PICKER_N; ++i) {
382 if (layer_dump_stream(
383 level_editor->layers[level_format_layer_order[i]],
391 fading_wiggly_text_reset(&level_editor->notice);
392 level_editor->save = 1;
397 int level_editor_update(LevelEditor *level_editor, float delta_time)
399 return fading_wiggly_text_update(&level_editor->notice, delta_time);
402 void level_editor_sound(LevelEditor *level_editor, Sound_samples *sound_samples)
404 trace_assert(sound_samples);
407 if (level_editor->bell) {
408 level_editor->bell = 0;
409 sound_samples_play_sound(sound_samples, 2);
412 if (level_editor->click) {
413 level_editor->click = 0;
414 sound_samples_play_sound(sound_samples, 3);
417 if (level_editor->save) {
418 level_editor->save = 0;
419 sound_samples_play_sound(sound_samples, 4);