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1 #include <SDL.h>
2 #include "system/stacktrace.h"
3 #include <stdio.h>
4 #include <stdlib.h>
5 #include <string.h>
6 #include <errno.h>
7
8 #include "platforms.h"
9 #include "system/lt.h"
10 #include "system/nth_alloc.h"
11 #include "system/log.h"
12 #include "game/level/level_editor/rect_layer.h"
13 #include "math/extrema.h"
14
15 struct Platforms {
16     Lt *lt;
17
18     Rect *rects;
19     Color *colors;
20     size_t rects_size;
21 };
22
23 Platforms *create_platforms_from_rect_layer(const RectLayer *layer)
24 {
25     trace_assert(layer);
26
27     Lt *lt = create_lt();
28
29     Platforms *platforms = PUSH_LT(
30         lt,
31         nth_calloc(1, sizeof(Platforms)),
32         free);
33     if (platforms == NULL) {
34         RETURN_LT(lt, NULL);
35     }
36     platforms->lt = lt;
37
38     platforms->rects_size = rect_layer_count(layer);
39
40     platforms->rects = PUSH_LT(lt, nth_calloc(1, sizeof(Rect) * platforms->rects_size), free);
41     if (platforms->rects == NULL) {
42         RETURN_LT(lt, NULL);
43     }
44     memcpy(platforms->rects, rect_layer_rects(layer), sizeof(Rect) * platforms->rects_size);
45
46
47     platforms->colors = PUSH_LT(lt, nth_calloc(1, sizeof(Color) * platforms->rects_size), free);
48     if (platforms->colors == NULL) {
49         RETURN_LT(lt, NULL);
50     }
51     memcpy(platforms->colors, rect_layer_colors(layer), sizeof(Color) * platforms->rects_size);
52
53     return platforms;
54 }
55
56 void destroy_platforms(Platforms *platforms)
57 {
58     trace_assert(platforms);
59     RETURN_LT0(platforms->lt);
60 }
61
62 int platforms_render(const Platforms *platforms,
63                      const Camera *camera)
64 {
65     for (size_t i = 0; i < platforms->rects_size; ++i) {
66         Rect platform_rect = platforms->rects[i];
67         if (camera_fill_rect(
68                 camera,
69                 platform_rect,
70                 platforms->colors[i]) < 0) {
71             return -1;
72         }
73
74         char debug_text[256];
75         snprintf(debug_text, 256,
76             "id:%zd\n"
77             "x:%.2f\n"
78             "y:%.2f\n"
79             "w:%.2f\n"
80             "h:%.2f\n",
81             i, platform_rect.x, platform_rect.y, platform_rect.w, platform_rect.h);
82
83         Vec2f text_pos = (Vec2f){.x = platform_rect.x, .y = platform_rect.y};
84         Rect text_rect = sprite_font_boundary_box(text_pos, vec(2.0f, 2.0f), debug_text);
85
86         Rect world_viewport = camera_view_port(camera);
87         Rect viewport = camera_view_port_screen(camera);
88
89         if (rects_overlap(
90                 camera_rect(
91                     camera,
92                     platform_rect),
93                 viewport) &&
94             camera_is_point_visible(
95                 camera,
96                 text_pos) == false) {
97             if (platform_rect.w > text_rect.w){
98                 text_pos.x = fmaxf(fminf(world_viewport.x, platform_rect.x + platform_rect.w - text_rect.w),
99                                    platform_rect.x);
100             }
101             if (platform_rect.h > text_rect.h){
102                 text_pos.y = fmaxf(fminf(world_viewport.y, platform_rect.y + platform_rect.h - text_rect.h),
103                                    platform_rect.y);
104             }
105         }
106
107         if (camera_render_debug_text(
108                 camera,
109                 debug_text,
110                 text_pos) < 0) {
111             return -1;
112         }
113     }
114
115     return 0;
116 }
117
118 void platforms_touches_rect_sides(const Platforms *platforms,
119                                   Rect object,
120                                   int sides[RECT_SIDE_N])
121 {
122     trace_assert(platforms);
123
124     for (size_t i = 0; i < platforms->rects_size; ++i) {
125         rect_object_impact(object, platforms->rects[i], sides);
126     }
127 }
128
129 Vec2f platforms_snap_rect(const Platforms *platforms,
130                          Rect *object)
131 {
132     trace_assert(platforms);
133
134     Vec2f result = vec(1.0f, 1.0f);
135     for (size_t i = 0; i < platforms->rects_size; ++i) {
136         if (rects_overlap(platforms->rects[i], *object)) {
137             // TODO(#1161): can we reuse the Level Editor snapping mechanism in physics snapping
138             result = vec_entry_mult(result, rect_snap(platforms->rects[i], object));
139         }
140     }
141
142     return result;
143 }