2 #include "system/stacktrace.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"
23 Platforms *create_platforms_from_rect_layer(const RectLayer *layer)
29 Platforms *platforms = PUSH_LT(
31 nth_calloc(1, sizeof(Platforms)),
33 if (platforms == NULL) {
38 platforms->rects_size = rect_layer_count(layer);
40 platforms->rects = PUSH_LT(lt, nth_calloc(1, sizeof(Rect) * platforms->rects_size), free);
41 if (platforms->rects == NULL) {
44 memcpy(platforms->rects, rect_layer_rects(layer), sizeof(Rect) * platforms->rects_size);
47 platforms->colors = PUSH_LT(lt, nth_calloc(1, sizeof(Color) * platforms->rects_size), free);
48 if (platforms->colors == NULL) {
51 memcpy(platforms->colors, rect_layer_colors(layer), sizeof(Color) * platforms->rects_size);
56 void destroy_platforms(Platforms *platforms)
58 trace_assert(platforms);
59 RETURN_LT0(platforms->lt);
62 int platforms_render(const Platforms *platforms,
65 for (size_t i = 0; i < platforms->rects_size; ++i) {
66 Rect platform_rect = platforms->rects[i];
70 platforms->colors[i]) < 0) {
75 snprintf(debug_text, 256,
81 i, platform_rect.x, platform_rect.y, platform_rect.w, platform_rect.h);
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);
86 Rect world_viewport = camera_view_port(camera);
87 Rect viewport = camera_view_port_screen(camera);
94 camera_is_point_visible(
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),
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),
107 if (camera_render_debug_text(
118 void platforms_touches_rect_sides(const Platforms *platforms,
120 int sides[RECT_SIDE_N])
122 trace_assert(platforms);
124 for (size_t i = 0; i < platforms->rects_size; ++i) {
125 rect_object_impact(object, platforms->rects[i], sides);
129 Vec2f platforms_snap_rect(const Platforms *platforms,
132 trace_assert(platforms);
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));