2 #include "system/stacktrace.h"
10 #include "system/lt/lt_adapters.h"
11 #include "system/line_stream.h"
12 #include "system/nth_alloc.h"
13 #include "system/log.h"
14 #include "game/level/level_editor/rect_layer.h"
24 Platforms *create_platforms_from_rect_layer(const RectLayer *layer)
30 Platforms *platforms = PUSH_LT(
32 nth_calloc(1, sizeof(Platforms)),
34 if (platforms == NULL) {
39 platforms->rects_size = rect_layer_count(layer);
41 platforms->rects = PUSH_LT(lt, nth_calloc(1, sizeof(Rect) * platforms->rects_size), free);
42 if (platforms->rects == NULL) {
45 memcpy(platforms->rects, rect_layer_rects(layer), sizeof(Rect) * platforms->rects_size);
48 platforms->colors = PUSH_LT(lt, nth_calloc(1, sizeof(Color) * platforms->rects_size), free);
49 if (platforms->colors == NULL) {
52 memcpy(platforms->colors, rect_layer_colors(layer), sizeof(Color) * platforms->rects_size);
57 void destroy_platforms(Platforms *platforms)
59 trace_assert(platforms);
60 RETURN_LT0(platforms->lt);
63 /* TODO(#450): platforms do not render their ids in debug mode */
64 int platforms_render(const Platforms *platforms,
67 for (size_t i = 0; i < platforms->rects_size; ++i) {
71 platforms->colors[i]) < 0) {
79 void platforms_touches_rect_sides(const Platforms *platforms,
81 int sides[RECT_SIDE_N])
83 trace_assert(platforms);
85 for (size_t i = 0; i < platforms->rects_size; ++i) {
86 rect_object_impact(object, platforms->rects[i], sides);
90 Vec platforms_snap_rect(const Platforms *platforms,
93 trace_assert(platforms);
95 Vec result = vec(1.0f, 1.0f);
96 for (size_t i = 0; i < platforms->rects_size; ++i) {
97 if (rects_overlap(platforms->rects[i], *object)) {
98 result = vec_entry_mult(result, rect_snap(platforms->rects[i], object));