aboutsummaryrefslogtreecommitdiff
path: root/src/room_editor.lua
blob: 1aee150322e9de27529089ddb9993f0cdd5367f5 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
register_input("Next_Tileset", {{"key", "v"}})
register_input("Prev_Tileset", {{"key", "c"}})
register_input("Tile_Brush", {{"key", "t"}})
register_input("Entity_Brush", {{"key", "e"}})
register_input("Delete", {{"key", "delete"}, {"key", "backspace"}})

local basic_entity_properties = {
  {"flip_h", false},
  {"flip_v", false},
}

local entity_definitions = {}

function define_entity(name, tex_name, properties, spawner)
  table.insert(entity_definitions, name)
  entity_definitions[name] = {
    spawner = spawner,
    tex_name = tex_name,
    properties = properties,
    idx = #entity_definitions,
  }
end

register_comp("Room_Editor", function(ent)
  ent.room_editor = {
    -- Valid values are Tile, Entity
    -- TODO: 
    -- * Prop (place stuff on top of tiles automatically)
    brush = "Tile",
    tile = 1,
    entity = "Muntik",
    entity_snap = true,
    selected_ent = -1,
    placed_entities = {},
  }
end)

register_comp("Editor_Entity", function(ent, room_editor, ent_type, x, y)
  ent.x = x
  ent.y = y
  local entity_def = entity_definitions[ent_type]
  local properties = {}
  for _, property in ipairs(basic_entity_properties) do
    local name = property[1]
    local default = property[2]
    properties[name] = default
  end
  for _, property in ipairs(entity_def.properties) do
    local name = property[1]
    local default = property[2]
    properties[name] = default
  end
  ent.editor_dat = {
    type = ent_type,
    room_editor = room_editor,
    properties = properties,
  }
end)

local function get_selected_entity(room_editor)
  return room_editor.placed_entities[room_editor.selected_ent]
end

local function new_editor_entity(room_editor, ent_type, x, y)
  local ent = new_entity()
  add_comp(ent, "Editor_Entity", room_editor, ent_type, x, y)
  add_comp(ent, "Sprite", entity_definitions[ent_type].tex_name, {})
  return ent
end

function draw_editor_entity_sys(ent)
  local editor_dat = ent.editor_dat
  local selected_ent = get_selected_entity(editor_dat.room_editor)

  if selected_ent == ent then
    -- show selected mhmm
    lg.rectangle("line", ent.x, ent.y, ent.sprite.width, ent.sprite.height)
  end
end

local property_ui = {
  ["number"] = function(name, editor_dat, property)
    im.layout({0.5, 1})
    im.text(name)
    im.text(tostring(snap(editor_dat.properties[name], 0.01)))
    im.layout()
    editor_dat.properties[name] = im.slider(
      editor_dat.properties[name],
      property.min or 0,
      property.max or 1,
      property.step or 0.1
    )
  end,
  ["boolean"] = function(name, editor_dat, property)
    im.layout({0.25, 0.5, 1})
    im.text(name)
    im.text(tostring(editor_dat.properties[name]))
    if im.button("Toggle") then
      editor_dat.properties[name] = not editor_dat.properties[name]
    end
  end,
}

local function property_list(ent, properties)
  local editor_dat = ent.editor_dat
  for _, property in ipairs(properties) do
    local name = property[1]
    local prop_type = type(property[2])
    property_ui[prop_type](name, editor_dat, property)
    im.layout()
  end
end

function editor_entity_ui_sys(ent)
  local editor_dat = ent.editor_dat
  if editor_dat.room_editor.brush ~= "Entity" then
    return
  end

  local selected_ent = get_selected_entity(editor_dat.room_editor)

  if selected_ent == ent then
    local entity_def = entity_definitions[editor_dat.type]
    im.begin_window("Entity Properties", 190, 5, 180, 340, {})
      im.text("Base Properties")
      im.separator()
      property_list(ent, basic_entity_properties)
      im.separator()
      im.text("Type Properties")
      im.separator()
      property_list(ent, entity_def.properties)
    im.end_window()
  end
end

local function get_snapped_to_grid(room_editor, x, y)
  if room_editor.entity_snap then
    return snap(x, TILESIZE), snap(y, TILESIZE)
  else
    -- Still snap to the pixel cause yes
    return round(x), round(y)
  end
end

local brushes = {
  ["Tile"] = function(room_editor)
    if is_input_pressed("Left_Click") then
      local scn = get_current_scene()
      assert(scn, "no scene set.")

      local mx, my = get_mouse_pos()
      local tx, ty = to_tile_coords(mx, my)
      set_tile(scn.tilemap, tx, ty, room_editor.tile)
    end
    if is_input_pressed("Right_Click") then
      local scn = get_current_scene()
      assert(scn, "no scene set.")

      local mx, my = get_mouse_pos()
      local tx, ty = to_tile_coords(mx, my)
      remove_tile(scn.tilemap, tx, ty)
    end
  end,
  ["Entity"] = function(room_editor)
    local mx, my = get_mouse_pos()
    if is_input_just_pressed("Left_Click") then
      -- first check if we're selecting an entity
      local selected = false
      for i, ent in ipairs(room_editor.placed_entities) do
        if point_in_rect(
          mx, my,
          ent.x, ent.y,
          ent.sprite.width, ent.sprite.height
        ) then
          room_editor.selected_ent = i
          selected = true
          break
        end
      end

      -- Place one frfr
      if not selected then
        mx, my = get_snapped_to_grid(room_editor, mx, my)
        local ent = new_editor_entity(room_editor, room_editor.entity, mx, my)
        table.insert(room_editor.placed_entities, ent)
        room_editor.selected_ent = #room_editor.placed_entities
      end
    elseif is_input_pressed("Left_Click") then
      local selected_ent = get_selected_entity(room_editor)
      if selected_ent then
        mx, my = get_snapped_to_grid(room_editor, mx, my)
        selected_ent.x = mx
        selected_ent.y = my
      end
    end

    if is_input_just_pressed("Delete") then
      local selected_ent = get_selected_entity(room_editor)
      if selected_ent then
        queue_entity_kill(selected_ent)
        room_editor.placed_entities[room_editor.selected_ent] =
          table.remove(room_editor.placed_entities)
        room_editor.selected_ent = -1
      end
    end
  end
}

function tile_place_sys(ent)
  local room_editor = ent.room_editor

  if not im.has_focus() then
    brushes[room_editor.brush](room_editor)
  end

  if is_input_just_pressed("Next_Tileset") then
    room_editor.tile = math.min(room_editor.tile + 1, get_tileset_count())
  end
  if is_input_just_pressed("Prev_Tileset") then
    room_editor.tile = math.max(room_editor.tile - 1, 1)
  end

  if is_input_just_pressed("Tile_Brush") then
    room_editor.brush = "Tile"
  end
  if is_input_just_pressed("Entity_Brush") then
    room_editor.brush = "Entity"
  end
end

function room_editor_ui_sys(ent)
  local room_editor = ent.room_editor

  im.begin_window("Room Editor", 5, 5, 180, 180, {})
    im.text("Brushes")
    im.layout({0.1, 1})
    im.text("t")
    if im.button("Tile") then
      room_editor.brush = "Tile"
    end
    im.text("e")
    if im.button("Entity") then
      room_editor.brush = "Entity"
    end
    im.layout()
  im.end_window()

  if room_editor.brush == "Tile" then
    im.begin_window("Tile Editor", 5, 190, 180, 340, {})
      im.text("Tile: " .. tostring(room_editor.tile))
      im.separator()
      im.layout({0.1, 0.6, 1})

      for tileset_id=1, get_tileset_count() do
        local text = " "
        if tileset_id == room_editor.tile then
          text = "*"
        elseif tileset_id == room_editor.tile - 1 then
          text = "c"
        elseif tileset_id == room_editor.tile + 1 then
          text = "v"
        end
        im.text(text)
        if im.button("select") then
          room_editor.tile = tileset_id
        end
        im.image(TILE_TEX, get_tileset_quad(tileset_id))
      end

      im.layout()
    im.end_window()
  elseif room_editor.brush == "Entity" then
    im.begin_window("Entity Editor", 5, 190, 180, 340, {})
      im.layout({0.2, 1})

      im.text(room_editor.entity_snap and "On" or "Off")
      if im.button("Position Snapping") then
        room_editor.entity_snap = not room_editor.entity_snap
      end

      im.layout({0.1, 0.6, 1})

      for _, entity_name in ipairs(entity_definitions) do
        local entity_def = entity_definitions[entity_name]

        local text = " "
        if entity_name == room_editor.entity then
          text = "*"
        end
        im.text(text)
        if im.button("select") then
          room_editor.entity = entity_name
        end
        im.image(get_tex(entity_def.tex_name))
      end

      im.layout()
    im.end_window()
  end
end