basic level, and add art
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parent
24f6d40d6f
commit
c3f5cde460
66 changed files with 140 additions and 16674 deletions
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@ -7,8 +7,8 @@ int main(int argc, char **argv) {
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if (argc == 2) {
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std::string arg0 = std::string(argv[1]);
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std::cout << arg0 << std::endl;
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if (arg0 == "-editor") {
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SDL_Log("Welcome to the Phoenix map editor");
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runMapEditor();
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return 0;
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}
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@ -10,6 +10,7 @@
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#include <SDL.h>
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#include <SDL_events.h>
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#include <SDL_keycode.h>
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#include <SDL_render.h>
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#include <stdio.h>
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#if !SDL_VERSION_ATLEAST(2, 0, 17)
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@ -57,41 +58,13 @@ void runMapEditor() {
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ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
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// Setup Dear ImGui style
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// ImGui::StyleColorsDark();
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ImGui::StyleColorsLight();
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ImGui::StyleColorsDark();
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// Setup Platform/Renderer backends
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ImGui_ImplSDL2_InitForSDLRenderer(window, state.renderer);
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ImGui_ImplSDLRenderer_Init(state.renderer);
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// Load Fonts
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// - If no fonts are loaded, dear imgui will use the default font. You can
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// also load multiple fonts and use ImGui::PushFont()/PopFont() to select
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// them.
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// - AddFontFromFileTTF() will return the ImFont* so you can store it if you
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// need to select the font among multiple.
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// - If the file cannot be loaded, the function will return a nullptr. Please
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// handle those errors in your application (e.g. use an assertion, or display
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// an error and quit).
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// - The fonts will be rasterized at a given size (w/ oversampling) and stored
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// into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which
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// ImGui_ImplXXXX_NewFrame below will call.
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// - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype
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// for higher quality font rendering.
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// - Read 'docs/FONTS.md' for more instructions and details.
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// - Remember that in C/C++ if you want to include a backslash \ in a string
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// literal you need to write a double backslash \\ !
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// io.Fonts->AddFontDefault();
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\segoeui.ttf", 18.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f);
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// io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f);
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// ImFont* font =
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// io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f,
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// nullptr, io.Fonts->GetGlyphRangesJapanese()); IM_ASSERT(font != nullptr);
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// Our state
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ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
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ImVec4 clear_color = ImVec4(0.f, 0.f, 0.f, 1.00f);
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EditorGlobalState editorState{};
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// Load textures
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@ -100,15 +73,6 @@ void runMapEditor() {
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// Main loop
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bool done = false;
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while (!done) {
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// Poll and handle events (inputs, window resize, etc.)
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// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to
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// tell if dear imgui wants to use your inputs.
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// - When io.WantCaptureMouse is true, do not dispatch mouse input data to
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// your main application, or clear/overwrite your copy of the mouse data.
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// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input
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// data to your main application, or clear/overwrite your copy of the
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// keyboard data. Generally you may always pass all inputs to dear imgui,
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// and hide them from your application based on those two flags.
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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ImGui_ImplSDL2_ProcessEvent(&event);
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@ -169,6 +133,16 @@ void runMapEditor() {
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if (ImGui::Button("Save level file")) {
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PSaveMapToFile(&editorState.currentMap, editorState.mapFilePath);
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}
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ImGui::Text("Viewport scale");
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ImGui::SameLine();
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if (ImGui::Button("-")) {
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editorState.editorScale -= 1;
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}
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ImGui::SameLine();
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if (ImGui::Button("+")) {
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editorState.editorScale += 1;
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}
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const char *tileNames[] = {"WALL", "FLOOR"};
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@ -196,6 +170,7 @@ void runMapEditor() {
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// Rendering
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ImGui::Render();
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SDL_RenderSetScale(state.renderer, io.DisplayFramebufferScale.x,
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io.DisplayFramebufferScale.y);
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SDL_SetRenderDrawColor(state.renderer, (Uint8)(clear_color.x * 255),
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@ -205,6 +180,8 @@ void runMapEditor() {
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SDL_RenderClear(state.renderer);
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ImGui_ImplSDLRenderer_RenderDrawData(ImGui::GetDrawData());
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SDL_RenderSetScale(state.renderer, editorState.editorScale,
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editorState.editorScale);
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if (editorState.loadedMap) {
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PRenderMap(&editorState.currentMap);
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}
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@ -8,4 +8,5 @@ struct EditorGlobalState {
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bool placeTileMode = false;
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Map currentMap;
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const char *selectedTileName = "WALL";
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int editorScale = 1;
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};
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