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mapMaker.c
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#include "mapMaker.h"
bool createNewMap(warperTilemap* tilemap, int tileSize)
{
bool quit = false;
bool fullQuit = false;
SDL_Keycode key;
bool loadMap = false;
cScene inputScene;
cCamera inputCamera;
initCCamera(&inputCamera, (cDoubleRect) {0, 0, global.windowW, global.windowH}, 1.0, 0, 5);
{
warperTextBox loadChoiceBox;
cResource loadChoiceBoxRes;
createMenuTextBox(&loadChoiceBox, (cDoubleRect) {tileSize, tileSize, global.windowW - 2 * tileSize, global.windowH - 2 * tileSize}, (cDoublePt) {412, 8}, 4, true, 0xFF, (char*[4]) {"Load Map?", " ", "Yes", "No"}, (bool[4]) {false, false, true, true}, 4, &global.mainFont);
initCResource(&loadChoiceBoxRes, (void*) &loadChoiceBox, drawWarperTextBox, destroyWarperTextBox, 5);
initCScene(&inputScene, (SDL_Color) {0xFF, 0xFF, 0xFF, 0xFF}, &inputCamera, (cSprite*[1]) {&cursorSprite}, 1, NULL, 0, (cResource*[1]) {&loadChoiceBoxRes}, 1, NULL, 0);
loadChoiceBox.selection = -1;
cInputState input;
while(loadChoiceBox.selection < 0)
{
input = cGetInputState(true);
if (input.quitInput)
return true; //we are quitting
if (input.motion.x >= 0 && input.motion.x <= SCREEN_PX_WIDTH && input.motion.y >= 0 && input.motion.y <= SCREEN_PX_HEIGHT)
updateCursorIcon(CURSOR_NORMAL);
checkWarperTextBoxHover(&loadChoiceBox, input.motion);
if (input.isClick)
{
if (loadChoiceBoxRes.renderLayer != 0)
checkWarperTextBoxSelection(&loadChoiceBox, input.click.x, input.click.y);
}
updateCursorPos(input.motion, false);
drawCScene(&inputScene, true, true, NULL, NULL, 60);
}
loadMap = (loadChoiceBox.selection == 2);
}
destroyCScene(&inputScene);
quit = false;
if (loadMap)
{
//TODO: tilemap picker
importWarperTilemap(tilemap, "maps/testMap.txt", 0);
}
else
{
char* dimensionInput = calloc(5, sizeof(char));
cText promptText;
cText inputText;
initCCamera(&inputCamera, (cDoubleRect) {0, 0, global.windowW, global.windowH}, 1.0, 0, 5);
initCText(&promptText, "Input width:", (cDoubleRect) {0, global.windowH / 4, 12 * global.mainFont.fontSize, global.mainFont.fontSize}, 13 * global.mainFont.fontSize, (SDL_Color) {0x00, 0x00, 0x00, 0xFF}, (SDL_Color) {0xFF, 0xFF, 0xFF, 0xFF}, NULL, 1.0, SDL_FLIP_NONE, 0, true, 5);
initCText(&inputText, " ", (cDoubleRect) {0, global.windowH / 2, 4 * global.mainFont.fontSize, global.mainFont.fontSize}, 5 * global.mainFont.fontSize, (SDL_Color) {0x00, 0x00, 0x00, 0xFF}, (SDL_Color) {0xFF, 0xFF, 0xFF, 0xFF}, NULL, 1.0, SDL_FLIP_NONE, 0, true, 5);
initCScene(&inputScene, (SDL_Color) {0xFF, 0xFF, 0xFF, 0xFF}, &inputCamera, NULL, 0, NULL, 0, NULL, 0, (cText*[2]) {&promptText, &inputText}, 2);
drawCScene(&inputScene, true, true, NULL, NULL, 0);
while(!quit)
{
//cInputState keyboardState = cGetInputState(false);
key = getKey(false);
/*
if (keyboardState.quitInput || keyboardState.keyStates[SDL_SCANCODE_ESCAPE] || keyboardState.keyStates[SDL_SCANCODE_RETURN])
quit = true;
//*/
//*
if (key == -1 || key == SDLK_ESCAPE || key == SDLK_RETURN)
quit = true;
//*/
//handleTextInput(widthInput, keyboardState, 3);
handleTextKeycodeInput(dimensionInput, key, 4);
if ((key >= SDLK_0 && key <= SDLK_z) || key == SDLK_SPACE || key == SDLK_BACKSPACE)
updateCText(&inputText, dimensionInput);
drawCScene(&inputScene, true, true, NULL, NULL, 60);
}
if (key == -1)
{
free(dimensionInput);
destroyCScene(&inputScene);
return true;
}
key = SDLK_UNKNOWN;
tilemap->width = strtol(dimensionInput, NULL, 10);
//printf("%d\n", tilemap->width);
quit = false;
free(dimensionInput);
dimensionInput = calloc(5, sizeof(char));
updateCText(&inputText, " ");
updateCText(&promptText, "Input height:");
drawCScene(&inputScene, true, true, NULL, NULL, 60);
while(!quit)
{
key = getKey(false);
if (key == -1 || key == SDLK_ESCAPE || key == SDLK_RETURN)
quit = true;
handleTextKeycodeInput(dimensionInput, key, 4);
if ((key >= SDLK_0 && key <= SDLK_z) || key == SDLK_SPACE || key == SDLK_BACKSPACE)
updateCText(&inputText, dimensionInput);
drawCScene(&inputScene, true, true, NULL, NULL, 60);
}
tilemap->height = strtol(dimensionInput, NULL, 10);
free(dimensionInput);
destroyCScene(&inputScene);
if (key == -1)
return true;
tilemap->tileSize = tileSize;
tilemap->spritemap_layer1 = calloc(tilemap->width, sizeof(int*));
tilemap->spritemap_layer2 = calloc(tilemap->width, sizeof(int*));
tilemap->collisionmap = calloc(tilemap->width, sizeof(int*));
tilemap->collisionmap = calloc(tilemap->width, sizeof(int*));
for(int x = 0; x < tilemap->width; x++)
{
tilemap->spritemap_layer1[x] = calloc(tilemap->height, sizeof(int));
tilemap->spritemap_layer2[x] = calloc(tilemap->height, sizeof(int));
tilemap->collisionmap[x] = calloc(tilemap->height, sizeof(int));
for(int y = 0; y < tilemap->height; y++)
{
tilemap->spritemap_layer1[x][y] = 4;
tilemap->spritemap_layer2[x][y] = 798; //should be invisible tile
tilemap->collisionmap[x][y] = 0;
}
}
quit = false;
}
bool spriteMode = true, //controls whether we are drawing a sprite/sprites, or collision
drawLayer1 = true, //whether we are drawing on layer 1 (base layer) or layer 2 (layer above player)
drawMulti = false, //controls whether we are drawing one sprite or a multi-sprite object
pickMode = false; //controls whether our clicks should select a new sprite for editing or not
c2DModel mapModel_layer1, mapModel_layer2;
c2DModel collisionModel;
cSprite leftTileSprite, rightTileSprite;
cSprite tilesetSprite;
loadTilemapModels(*tilemap, &mapModel_layer1, &mapModel_layer2);
mapModel_layer2.renderLayer = 4; //we need to compress this for proper visual stuff
{
SDL_Texture* tilesetTexture;
loadIMG("./assets/worldTilesheet.png", &tilesetTexture);
cSprite* collisionSprites = calloc(tilemap->width * tilemap->height, sizeof(cSprite));
for(int x = 0; x < tilemap->width; x++)
{
for(int y = 0; y < tilemap->height; y++)
{
initCSprite(&collisionSprites[x * tilemap->height + y], tilesetTexture, "./assets/worldTilesheet.png", tilemap->collisionmap[x][y],
(cDoubleRect) {tilemap->tileSize * x, tilemap->tileSize * y, tilemap->tileSize, tilemap->tileSize},
(cDoubleRect) {39 * tilemap->tileSize / 2, (tilemap->collisionmap[x][y] + 18) * tilemap->tileSize / 2, tilemap->tileSize / 2, tilemap->tileSize / 2},
NULL, 1.0, SDL_FLIP_NONE, 0.0, false, false, NULL, 3);
}
}
initC2DModel(&collisionModel, collisionSprites, tilemap->width * tilemap->height, (cDoublePt) {0, 0}, NULL, 1.0, SDL_FLIP_NONE, 0.0, false, NULL, 0);
initCSprite(&leftTileSprite, tilesetTexture, "./assets/worldTilesheet.png", 0,
(cDoubleRect) {tilemap->tileSize, tilemap->tileSize, tilemap->tileSize, tilemap->tileSize},
(cDoubleRect) {0, 0, tilemap->tileSize / 2, tilemap->tileSize / 2},
NULL, 1.0, SDL_FLIP_NONE, 0, false, false, NULL, 2);
initCSprite(&rightTileSprite, tilesetTexture, "./assets/worldTilesheet.png", 0,
(cDoubleRect) {tilemap->tileSize, tilemap->tileSize, tilemap->tileSize, tilemap->tileSize},
(cDoubleRect) {0, 0, tilemap->tileSize / 2, tilemap->tileSize / 2},
NULL, 1.0, SDL_FLIP_NONE, 0, false, false, NULL, 0);
initCSprite(&tilesetSprite, tilesetTexture, "./assets/worldTileset.png", 0,
(cDoubleRect) {0, 0, 640, 320},
(cDoubleRect) {0, 0, 640, 320},
NULL, 2.0, SDL_FLIP_NONE, 0, true, false, NULL, 0);
}
cResource shadeResource;
warperFilter filter = initWarperFilter(0x00, 0x00, 0x00, 0x58);
initCResource(&shadeResource, &filter, drawWarperFilter, destroyWarperFilter, 0);
initCCamera(&inputCamera, (cDoubleRect) {0, 0, global.windowW, global.windowH}, 1.0, 0, 5);
initCScene(&inputScene, (SDL_Color) {0xFF, 0xFF, 0xFF}, &inputCamera, (cSprite*[4]) {&cursorSprite, &tilesetSprite, &leftTileSprite, &rightTileSprite}, 4, (c2DModel*[3]) {&mapModel_layer1, &mapModel_layer2, &collisionModel}, 3, (cResource*[1]) {&shadeResource}, 1, NULL, 0);
int previousIndex = 0;
const warperMultiProperties multiProperties[WARPER_MULTI_PROPS_LEN] = WARPER_MULTI_PROPS;
while(!quit)
{
SDL_Event e; //this type of thing is needed because clicking & dragging doesn't work otherwise
while(SDL_PollEvent(&e) != 0)
{
if(e.type == SDL_QUIT)
{
quit = true;
fullQuit = true;
}
else
{
if(e.type == SDL_KEYDOWN)
{
if (e.key.keysym.sym == SDLK_1)
{ //single sprite placing mode
drawMulti = false;
int temp = previousIndex; //swap previousIndex and tile id
previousIndex = leftTileSprite.id;
leftTileSprite.id = temp;
leftTileSprite.srcClipRect.x = leftTileSprite.id / 20 * tileSize / 2;
leftTileSprite.srcClipRect.y = leftTileSprite.id % 20 * tileSize / 2;
leftTileSprite.srcClipRect.w = tileSize / 2;
leftTileSprite.srcClipRect.h = tileSize / 2;
leftTileSprite.drawRect.w = tileSize;
leftTileSprite.drawRect.h = tileSize;
}
if (e.key.keysym.sym == SDLK_2)
{
//multi-sprite (building) placing
drawMulti = true;
leftTileSprite.renderLayer = 2;
rightTileSprite.renderLayer = 0;
int temp = previousIndex; //swap previousIndex and tile id
previousIndex = leftTileSprite.id;
leftTileSprite.id = temp;
leftTileSprite.srcClipRect.x = multiProperties[leftTileSprite.id].tileRect.x * tileSize / 2;
leftTileSprite.srcClipRect.y = multiProperties[leftTileSprite.id].tileRect.y * tileSize / 2;
leftTileSprite.srcClipRect.w = multiProperties[leftTileSprite.id].tileRect.w * tileSize / 2;
leftTileSprite.srcClipRect.h = multiProperties[leftTileSprite.id].tileRect.h * tileSize / 2;
leftTileSprite.drawRect.w = multiProperties[leftTileSprite.id].tileRect.w * tileSize;
leftTileSprite.drawRect.h = multiProperties[leftTileSprite.id].tileRect.h * tileSize;
}
if (e.key.keysym.sym == SDLK_q && leftTileSprite.id > 0 && drawMulti)
{
//go back one tile on the left-mouse sprite
leftTileSprite.id--;
leftTileSprite.srcClipRect.x = multiProperties[leftTileSprite.id].tileRect.x * tileSize / 2;
leftTileSprite.srcClipRect.y = multiProperties[leftTileSprite.id].tileRect.y * tileSize / 2;
leftTileSprite.srcClipRect.w = multiProperties[leftTileSprite.id].tileRect.w * tileSize / 2;
leftTileSprite.srcClipRect.h = multiProperties[leftTileSprite.id].tileRect.h * tileSize / 2;
leftTileSprite.drawRect.w = multiProperties[leftTileSprite.id].tileRect.w * tileSize;
leftTileSprite.drawRect.h = multiProperties[leftTileSprite.id].tileRect.h * tileSize;
}
if (e.key.keysym.sym == SDLK_e && leftTileSprite.id < WARPER_MULTI_PROPS_LEN - 1 && drawMulti)
{
//go forward one tile on the left-mouse sprite
leftTileSprite.id++;
leftTileSprite.srcClipRect.x = multiProperties[leftTileSprite.id].tileRect.x * tileSize / 2;
leftTileSprite.srcClipRect.y = multiProperties[leftTileSprite.id].tileRect.y * tileSize / 2;
leftTileSprite.srcClipRect.w = multiProperties[leftTileSprite.id].tileRect.w * tileSize / 2;
leftTileSprite.srcClipRect.h = multiProperties[leftTileSprite.id].tileRect.h * tileSize / 2;
leftTileSprite.drawRect.w = multiProperties[leftTileSprite.id].tileRect.w * tileSize;
leftTileSprite.drawRect.h = multiProperties[leftTileSprite.id].tileRect.h * tileSize;
}
if (drawMulti && multiProperties[leftTileSprite.id].colToRepeat != -1 && e.key.keysym.sym == SDLK_MINUS)
{
//drawMulti mode: x-
if (leftTileSprite.drawRect.w > multiProperties[leftTileSprite.id].tileRect.w * tileSize)
leftTileSprite.drawRect.w -= tileSize;
}
if (drawMulti && multiProperties[leftTileSprite.id].colToRepeat != -1 && e.key.keysym.sym == SDLK_EQUALS)
{
//drawMulti mode: x+
leftTileSprite.drawRect.w += tileSize;
}
if (drawMulti && multiProperties[leftTileSprite.id].rowToRepeat != -1 && e.key.keysym.sym == SDLK_LEFTBRACKET)
{
if (leftTileSprite.drawRect.h > multiProperties[leftTileSprite.id].tileRect.h * tileSize)
leftTileSprite.drawRect.h -= tileSize;
}
if (drawMulti && multiProperties[leftTileSprite.id].rowToRepeat != -1 && e.key.keysym.sym == SDLK_RIGHTBRACKET)
{
//drawMulti mode: y+
leftTileSprite.drawRect.h += tileSize;
}
if (e.key.keysym.sym == SDLK_w) //move camera
inputCamera.rect.y -= 12;
if (e.key.keysym.sym == SDLK_s)
inputCamera.rect.y += 12;
if (e.key.keysym.sym == SDLK_a)
inputCamera.rect.x -= 12;
if (e.key.keysym.sym == SDLK_d)
inputCamera.rect.x += 12;
if (e.key.keysym.sym == SDLK_LSHIFT)
{ //toggle collision mode
spriteMode = !spriteMode;
pickMode = false;
collisionModel.renderLayer = spriteMode ? 0 : 4;
if (drawMulti)
{
int temp = previousIndex; //swap previousIndex and tile id
previousIndex = leftTileSprite.id;
leftTileSprite.id = temp;
}
drawMulti = false;
leftTileSprite.srcClipRect.x = ((spriteMode) ? (leftTileSprite.id / 20) : 39) * tilemap->tileSize / 2;
leftTileSprite.srcClipRect.y = ((spriteMode) ? (leftTileSprite.id % 20) : 19) * tilemap->tileSize / 2;
leftTileSprite.srcClipRect.w = tileSize / 2;
leftTileSprite.srcClipRect.h = tileSize / 2;
leftTileSprite.drawRect.w = tileSize;
leftTileSprite.drawRect.h = tileSize;
}
if (e.key.keysym.sym == SDLK_RETURN)
quit = true;
if (e.key.keysym.sym == SDLK_SPACE)
{ //toggle upper/lower layer
drawLayer1 = !drawLayer1;
if (drawLayer1)
shadeResource.renderLayer = 0;
else
shadeResource.renderLayer = 5;
}
if (e.key.keysym.sym == SDLK_TAB)
{ //toggle pick sprite mode
spriteMode = !spriteMode;
pickMode = !pickMode;
drawMulti = false;
if (pickMode)
{
tilesetSprite.renderLayer = 2; //display tileset
shadeResource.renderLayer = 3; //put a shade over everything
}
else
{
tilesetSprite.renderLayer = 0; //hide tileset
shadeResource.renderLayer = 0; //hide shade
}
}
}
if ((SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT) || SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_RIGHT)) && e.button.button != 0)
{
int tileX = (e.button.x + inputCamera.rect.x) / tilemap->tileSize, tileY = (e.button.y + inputCamera.rect.y) / tilemap->tileSize;
if (tileX >= 0 && tileX < tilemap->width && tileY >= 0 && tileY < tilemap->height)
{
if (spriteMode)
{ //if we are going to draw a sprite or sprites
int** layer = tilemap->spritemap_layer1;
c2DModel* layerModel = &mapModel_layer1;
if (!drawLayer1)
{
layer = tilemap->spritemap_layer2;
layerModel = &mapModel_layer2;
}
if (!drawMulti) //shift draw to layer 2
{
//draw single
if (!(tileX < 0 || tileX >= tilemap->width || tileY < 0 || tileY >= tilemap->height)) //if we are within bounds
{
layer[tileX][tileY] = (e.button.button == SDL_BUTTON_LEFT) ? leftTileSprite.id : rightTileSprite.id;
layerModel->sprites[tileX * tilemap->height + tileY].id = layer[tileX][tileY];
layerModel->sprites[tileX * tilemap->height + tileY].srcClipRect.x = (layer[tileX][tileY] / 20) * tilemap->tileSize / 2;
layerModel->sprites[tileX * tilemap->height + tileY].srcClipRect.y = (layer[tileX][tileY] % 20) * tilemap->tileSize / 2;
if (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT))
{ //left click
leftTileSprite.renderLayer = 2;
rightTileSprite.renderLayer = 0;
}
else
{ //right click
leftTileSprite.renderLayer = 0;
rightTileSprite.renderLayer = 2;
}
}
}
else
{
//draw multi
int difW = leftTileSprite.drawRect.w / tileSize - multiProperties[leftTileSprite.id].tileRect.w,
difH = leftTileSprite.drawRect.h / tileSize - multiProperties[leftTileSprite.id].tileRect.h;
int xOffset = 0;
for(int x = tileX; x < tileX + leftTileSprite.drawRect.w / tileSize; x++)
{
if (difW > 0 && x - tileX > multiProperties[leftTileSprite.id].colToRepeat && x - tileX <= multiProperties[leftTileSprite.id].colToRepeat + difW)
xOffset++;
int yOffset = 0;
for(int y = tileY; y < tileY + leftTileSprite.drawRect.h / tileSize; y++)
{
if (difH > 0 && y - tileY > multiProperties[leftTileSprite.id].rowToRepeat && y - tileY <= multiProperties[leftTileSprite.id].rowToRepeat + difH)
yOffset++;
int drawY = multiProperties[leftTileSprite.id].tileRect.y + y - tileY - yOffset,
drawX = multiProperties[leftTileSprite.id].tileRect.x + x - tileX - xOffset;
if (!(x < 0 || x >= tilemap->width || y < 0 || y >= tilemap->height)) //if we're drawing within bounds
{
layer[x][y] = drawY % 20 + drawX * 20;
layerModel->sprites[x * tilemap->height + y].id = layer[x][y];
layerModel->sprites[x * tilemap->height + y].srcClipRect.x = (layer[x][y] / 20) * tilemap->tileSize / 2;
layerModel->sprites[x * tilemap->height + y].srcClipRect.y = (layer[x][y] % 20) * tilemap->tileSize / 2;
}
}
}
}
}
else
{
if (pickMode)
{
//visual tile picker
int pickX = e.button.x / tileSize, pickY = e.button.y / tileSize;
//pick sprite
cSprite* tileSprite = &rightTileSprite;
rightTileSprite.renderLayer = 0;
leftTileSprite.renderLayer = 0;
if (SDL_GetMouseState(NULL, NULL) & SDL_BUTTON(SDL_BUTTON_LEFT))
tileSprite = &leftTileSprite;
tileSprite->srcClipRect.x = pickX * tileSize / tilesetSprite.scale;
tileSprite->srcClipRect.y = pickY * tileSize / tilesetSprite.scale;
tileSprite->srcClipRect.w = tileSize / 2;
tileSprite->srcClipRect.h = tileSize / 2;
tileSprite->id = pickY + pickX * tilesetSprite.srcClipRect.w / tileSize;
tileSprite->drawRect.w = tileSize;
tileSprite->drawRect.h = tileSize;
tileSprite->renderLayer = 2;
//printf("pick %f, %f, %d\n", tileSprite->srcClipRect.x, tileSprite->srcClipRect.y, tileSprite->id);
}
else
{
//draw collision
tilemap->collisionmap[tileX][tileY] = (e.button.button == SDL_BUTTON_LEFT) ? 1 : 0;
collisionModel.sprites[tileX * tilemap->height + tileY].id = 1;
collisionModel.sprites[tileX * tilemap->height + tileY].srcClipRect.x = 39 * tilemap->tileSize / 2;
collisionModel.sprites[tileX * tilemap->height + tileY].srcClipRect.y = (18 + (e.button.button == SDL_BUTTON_LEFT)) * tilemap->tileSize / 2;
}
}
}
}
if (e.type == SDL_MOUSEMOTION)
{
updateCursorPos(e.motion, false);
leftTileSprite.drawRect.x = e.motion.x + inputCamera.rect.x - tilemap->tileSize / 2;
leftTileSprite.drawRect.y = e.motion.y + inputCamera.rect.y - tilemap->tileSize / 2;
rightTileSprite.drawRect.x = e.motion.x + inputCamera.rect.x - tilemap->tileSize / 2;
rightTileSprite.drawRect.y = e.motion.y + inputCamera.rect.y - tilemap->tileSize / 2;
}
}
}
drawCScene(&inputScene, true, true, NULL, NULL, 60);
}
char* tileMapData = calloc(3 * 3 * tilemap->width * tilemap->height + 3 + 3 + 1, sizeof(char)); //3 arrays * 3 digits * width * height + width data + height data + 1 to be safe
exportTilemap(*tilemap, tileMapData);
printf("%s\n", tileMapData);
free(tileMapData);
destroyCScene(&inputScene);
return fullQuit;
}
warperFilter initWarperFilter(int r, int g, int b, int a)
{
return (warperFilter) {.filterColor = (SDL_Color) {r, g, b, a}};
}
void drawWarperFilter(void* subclass, cCamera camera)
{
warperFilter* filter = (warperFilter*) subclass;
Uint8 prevR, prevG, prevB, prevA;
SDL_GetRenderDrawColor(global.mainRenderer, &prevR, &prevG, &prevB, &prevA);
SDL_SetRenderDrawColor(global.mainRenderer, filter->filterColor.r, filter->filterColor.g, filter->filterColor.b, filter->filterColor.a);
SDL_RenderFillRect(global.mainRenderer, NULL);
SDL_SetRenderDrawColor(global.mainRenderer, prevR, prevG, prevB, prevA);
}
void destroyWarperFilter(void* subclass)
{
warperFilter* filter = (warperFilter*) subclass;
filter->filterColor = (SDL_Color) {0,0,0,0};
}