Level editor assets and camera, room toggling

main
Cameron Murphy Reikes 8 months ago
parent b652e2e640
commit 3cf492b0b4

@ -114,6 +114,10 @@
{
filepath: "hovering_circle.png",
}
@image right_arrow:
{
filepath: "RightArrow.png",
}
@image white_square:
{
filepath: "white square.png",

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assets/Move.png (Stored with Git LFS)

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assets/PlayerSpawn.png (Stored with Git LFS)

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assets/Retry.png (Stored with Git LFS)

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assets/RightArrow.png (Stored with Git LFS)

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160
main.c

@ -1330,6 +1330,7 @@ typedef struct CollisionCylinder
typedef struct Room
{
struct Room *next;
struct Room *prev;
bool camera_offset_is_overridden;
Vec3 camera_offset;
@ -1342,23 +1343,11 @@ typedef struct Room
typedef struct
{
Mesh *mesh_list;
Room *room_list;
Room *room_list_first;
Room *room_list_last;
} ThreeDeeLevel;
Room *get_cur_room(GameState *gs, ThreeDeeLevel *level)
{
Room *in_room = 0;
for(Room *cur = level->room_list; cur; cur = cur->next)
{
if(S8Match(cur->name, gs->current_room_name, 0))
{
in_room = cur;
break;
}
}
assert(in_room);
return in_room;
}
void ser_BlenderTransform(SerState *ser, BlenderTransform *t)
{
@ -1490,7 +1479,7 @@ ThreeDeeLevel load_level(Arena *arena, String8 binary_file)
assert(num_placed == 0); // not thinking about how to go from name to entity kind right now, but in the future this will be for like machines or interactible things like the fishing rod
}
StackPush(out.room_list, new_room);
DblPushBack(out.room_list_first, out.room_list_last, new_room);
}
assert(!ser.cur_error.failed);
@ -1503,6 +1492,7 @@ ThreeDeeLevel load_level(Arena *arena, String8 binary_file)
#include "threedee.glsl.h"
AABB level_aabb = { .upper_left = { 0.0f, 0.0f }, .lower_right = { TILE_SIZE * LEVEL_TILES, -(TILE_SIZE * LEVEL_TILES) } };
ThreeDeeLevel level_threedee = {0};
GameState gs = { 0 };
bool flycam = false;
Vec3 flycam_pos = {0};
@ -1512,6 +1502,53 @@ float flycam_speed = 1.0f;
Mat4 view = {0};
Mat4 projection = {0};
Room mystery_room = {
.name = S8LitC("???"),
};
Room *room_by_name(ThreeDeeLevel *level, String8 name) {
Room *ret = &mystery_room;
for(Room *cur = level->room_list_first; cur; cur = cur->next)
{
if(S8Match(cur->name, name, 0))
{
ret = cur;
break;
}
}
return ret;
}
Room *room_by_index(ThreeDeeLevel *level, int index) {
Room *ret = &mystery_room;
int i = 0;
for(Room *cur = level->room_list_first; cur; cur = cur->next) {
if(i == index) {
ret = cur;
break;
}
i += 1;
}
return ret;
}
Room *get_cur_room(GameState *gs, ThreeDeeLevel *level)
{
Room *in_room = 0;
if(gs->edit.enabled) {
in_room = room_by_index(level, gs->edit.room_index);
} else {
in_room = room_by_name(level, gs->current_room_name);
}
assert(in_room);
return in_room;
}
int num_rooms(ThreeDeeLevel *level) {
int ret = 0;
for(Room *cur = level->room_list_first; cur; cur = cur->next) {
ret++;
}
return ret;
}
Vec4 IsPoint(Vec3 point)
{
return V4(point.x, point.y, point.z, 1.0f);
@ -2161,7 +2198,6 @@ Vec2 point_plane(Vec3 p)
#define parse_enumstr(arena, enum_str, errors, string_array, enum_kind_name, prefix) parse_enumstr_impl(arena, enum_str, string_array, ARRLEN(string_array), errors, enum_kind_name, prefix)
ThreeDeeLevel level_threedee = {0};
void transition_to_room(GameState *gs, ThreeDeeLevel *level, String8 new_room_name)
{
@ -2184,7 +2220,7 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
rnd_gamerand_seed(&gs->random, RANDOM_SEED);
// make entities for all rooms
for(Room *cur_room = level->room_list; cur_room; cur_room = cur_room->next)
for(Room *cur_room = level->room_list_first; cur_room; cur_room = cur_room->next)
{
for (PlacedEntity *cur = cur_room->placed_entity_list; cur; cur = cur->next)
{
@ -2199,7 +2235,11 @@ void initialize_gamestate_from_threedee_level(GameState *gs, ThreeDeeLevel *leve
gs->world_entity = new_entity(gs);
gs->world_entity->is_world = true;
transition_to_room(gs, &level_threedee, level->room_list->name);
#ifdef DEVTOOLS
gs->edit.enabled = true;
#endif
transition_to_room(gs, &level_threedee, level->room_list_first->name);
}
@ -3926,12 +3966,18 @@ int rendering_compare(const void *a, const void *b)
return (int)((a_draw->sorting_key - b_draw->sorting_key));
}
void swap(Vec2 *p1, Vec2 *p2)
void swapVec2(Vec2 *p1, Vec2 *p2)
{
Vec2 tmp = *p1;
*p1 = *p2;
*p2 = tmp;
}
void swapfloat(float *a, float *b)
{
float tmp = *a;
*a = *b;
*b = tmp;
}
Vec2 tile_id_to_coord(sg_image tileset_image, Vec2 tile_size, uint16_t tile_id)
{
@ -4839,6 +4885,10 @@ typedef struct
bool force_down;
Layer layer;
LoadedFont *font;
sg_image *icon;
bool icon_flipped;
bool nobg;
float icon_padding; // dist between icon png's top and bottom edges and the button's top and bottom edges
} ImbuttonArgs;
bool imbutton_key(ImbuttonArgs args)
@ -4876,7 +4926,27 @@ bool imbutton_key(ImbuttonArgs args)
if (aabb_is_valid(args.button_aabb))
{
draw_quad((DrawParams) { quad_aabb(args.button_aabb), IMG(image_white_square), blendalpha(WHITE, button_alpha), .layer = layer, });
if(!args.nobg)
draw_quad((DrawParams) { quad_aabb(args.button_aabb), IMG(image_white_square), blendalpha(WHITE, button_alpha), .layer = layer, });
if(args.icon) {
Vec2 button_size = aabb_size(args.button_aabb);
float icon_vertical_size = button_size.y - 2.0f*args.icon_padding;
Vec2 icon_size = V2(icon_vertical_size, icon_vertical_size);
Vec2 center = aabb_center(args.button_aabb);
AABB icon_aabb = aabb_centered(center, icon_size);
/*
if(args.icon_flipped) {
swapVec2(&quad.ul, &quad.ur);
swapVec2(&quad.ll, &quad.lr);
}
*/
AABB region = full_region(*args.icon);
if(args.icon_flipped) {
swapVec2(&region.upper_left, &region.lower_right);
}
draw_quad((DrawParams) { quad_aabb(icon_aabb), *args.icon, region, blendalpha(WHITE, button_alpha), .layer = layer, });
}
// don't use draw centered text here because it looks funny for some reason... I think it's because the vertical line advance of the font, used in draw_centered_text, is the wrong thing for a button like this
TextParams t = (TextParams) { false, args.text, aabb_center(args.button_aabb), BLACK, args.text_scale, .clip_to = args.button_aabb, .do_clipping = true, .layer = layer, .use_font = font };
@ -5406,6 +5476,12 @@ Vec3 point_on_plane_from_camera_point(Mat4 view, Vec2 screenspace_camera_point)
return marker;
}
int mod(int a, int b)
{
int r = a % b;
return r < 0 ? r + b : r;
}
void frame(void)
{
static float speed_factor = 1.0f;
@ -5735,6 +5811,40 @@ void frame(void)
}
// @Place(UI rendering that happens before gameplay processing so can consume events before the gameplay needs them)
PROFILE_SCOPE("Editor UI Rendering")
{
if(keypressed[SAPP_KEYCODE_TAB]) {
gs.edit.enabled = !gs.edit.enabled;
}
if(gs.edit.enabled) {
draw_text((TextParams){false, S8Lit("Editing"), V2(0,0), WHITE, .scale = 1.0f, .use_font = &font_for_text_input});
LoadedFont room_name_font = font_for_text_input;
float max_room_name_width = 0.0f;
float max_height = 0.0f;
for(Room *cur = level_threedee.room_list_first; cur; cur = cur->next) {
Vec2 bounds = aabb_size(draw_text((TextParams){true, cur->name, .use_font = &room_name_font, .scale = 1.0f}));
max_room_name_width = max(max_room_name_width, bounds.x);
max_height = max(max_height, bounds.y);
}
float padding = 10.0;
float whole_height = max_height + padding;
Vec2 left_right_buttons_size = V2(whole_height, whole_height);
float whole_width = left_right_buttons_size.x*2.0f + padding*2.0f + max_room_name_width;
Room *cur_room = room_by_index(&level_threedee, gs.edit.room_index);
bool left = imbutton(aabb_at(V2(screen_size().x/2.0f - whole_width/2.0f, screen_size().y - padding/2.0f), left_right_buttons_size), .icon = &image_right_arrow, .icon_padding = whole_height*0.1f, .nobg = true, .icon_flipped = true);
bool right = imbutton(aabb_at(V2(screen_size().x/2.0f + whole_width/2.0f - left_right_buttons_size.x, screen_size().y - padding/2.0f), left_right_buttons_size), .icon = &image_right_arrow, .icon_padding = whole_height*0.1f, .nobg = true);
// bool left = imbutton(aabb_at(mouse_pos, left_right_buttons_size), .icon = &image_left_arrow, .icon_padding = whole_height*0.1f, .nobg = true);
AABB drawn_bounds = draw_centered_text((TextParams){false, cur_room->name, V2(screen_size().x/2.0f, screen_size().y - padding), WHITE, 1.0f, .use_font = &room_name_font});
dbgline(V2(screen_size().x*0.25f, screen_size().y), V2(screen_size().x*0.25f, screen_size().y - whole_height));
dbgrect(drawn_bounds);
if(left) gs.edit.room_index -= 1;
if(right) gs.edit.room_index += 1;
// gs.edit.room_index %= num_rooms(&level_threedee); Why the fuck doesn't this just work
gs.edit.room_index = mod(gs.edit.room_index, num_rooms(&level_threedee));
}
}
PROFILE_SCOPE("Entity UI Rendering")
{
ENTITIES_ITER(gs.entities)
@ -6871,9 +6981,11 @@ void frame(void)
float new_vertices[ FLOATS_PER_VERTEX*4 ] = { 0 };
Vec2 region_size = SubV2(d.image_region.lower_right, d.image_region.upper_left);
assert(region_size.X > 0.0);
assert(region_size.Y > 0.0);
//Vec2 lower_left = AddV2(d.image_region.upper_left, V2(0, region_size.y));
// the region size can be negative if the image is desired to be flipped
// assert(region_size.X > 0.0);
// assert(region_size.Y > 0.0);
Vec2 tex_coords[4] =
{
// upper left vertex, upper right vertex, lower right vertex, lower left vertex

@ -285,11 +285,18 @@ typedef struct Npc {
TextChunk prompt;
} Npc;
typedef struct EditorState {
bool enabled;
int room_index;
} EditorState;
typedef struct GameState {
Arena *arena; // all allocations done with the lifecycle of a gamestate (loading/reloading entire levels essentially) must be allocated on this arena.
uint64_t tick;
bool won;
EditorState edit;
bool finished_reading_dying_dialog;
double time; // in seconds, fraction of length of day
@ -334,6 +341,9 @@ Npc *npc_data(GameState *gs, NpcKind kind) {
return 0;
}
// to fix initializer is not constant
#define S8LitC(s) {(u8 *)(s), sizeof(s)-1}
String8 npc_to_human_readable(GameState *gs, Entity *me, NpcKind kind)
{
if(me->npc_kind == kind)

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