basic level, and add art

This commit is contained in:
Hunter 2023-05-27 11:17:06 -04:00
parent 24f6d40d6f
commit c3f5cde460
66 changed files with 140 additions and 16674 deletions

View file

@ -7,8 +7,8 @@ int main(int argc, char **argv) {
if (argc == 2) {
std::string arg0 = std::string(argv[1]);
std::cout << arg0 << std::endl;
if (arg0 == "-editor") {
SDL_Log("Welcome to the Phoenix map editor");
runMapEditor();
return 0;
}

View file

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

View file

@ -8,4 +8,5 @@ struct EditorGlobalState {
bool placeTileMode = false;
Map currentMap;
const char *selectedTileName = "WALL";
int editorScale = 1;
};