Пример #1
0
	void EntitiesEditor::onInput(const InputState &state) {
		auto mouse_pos = state.mousePos() - clippedRect().min;
		computeCursor(mouse_pos, mouse_pos, state.isKeyPressed(InputKey::lshift));

		if(state.isKeyDown('s')) {
			m_mode = Mode::selecting;
			sendEvent(this, Event::button_clicked, m_mode);
		}
		if(state.isKeyDown('p')) {
			m_mode = Mode::placing;
			sendEvent(this, Event::button_clicked, m_mode);
		}

		if(m_proto) {
			int inc = 0;
			if(state.isKeyDown(InputKey::left)) inc = -1;
			if(state.isKeyDown(InputKey::right)) inc = 1;
			int dir_count = m_proto->sprite().dirCount(0);

			if(inc && dir_count)
				m_proto_angle = (m_proto_angle + inc + dir_count) % dir_count;
			m_proto->setDirAngle(constant::pi * 2.0f * (float)m_proto_angle / float(dir_count));
		}

		if(state.isKeyPressed(InputKey::del)) {
			for(int i = 0; i < (int)m_selected_ids.size(); i++)
				m_entity_map.remove(m_selected_ids[i]);
			m_selected_ids.clear();
		}

		m_view.update(state);
	}
Пример #2
0
	void View::update(const InputState &state) {
		if(state.isKeyDown('g')) {
			if(m_is_visible) {
				if(m_cell_size == 3)
					m_cell_size = 6;
				else if(m_cell_size == 6)
					m_cell_size = 9;
				else {
					m_cell_size = 1;
					m_is_visible = false;
				}
			}
			else {
				m_cell_size = 3;
				m_is_visible = true;
			}
		}
			
		int height_change = state.mouseWheelMove() +
							(state.isKeyDownAuto(InputKey::pagedown)? -1 : 0) +
							(state.isKeyDownAuto(InputKey::pageup)? 1 : 0);
		if(height_change)
			m_height = clamp(m_height + height_change, 0, (int)Grid::max_height);
		
		{
			int actions[TileGroup::Group::side_count] = {
				InputKey::kp_1, 
				InputKey::kp_2,
				InputKey::kp_3,
				InputKey::kp_6,
				InputKey::kp_9,
				InputKey::kp_8,
				InputKey::kp_7,
				InputKey::kp_4
			};
			
			for(int n = 0; n < arraySize(actions); n++)
				if(state.isKeyDownAuto(actions[n]))
					m_view_pos += worldToScreen(TileGroup::Group::s_side_offsets[n] * m_cell_size);
		}

		if((state.isKeyPressed(InputKey::lctrl) && state.isMouseButtonPressed(InputButton::left)) ||
		   state.isMouseButtonPressed(InputButton::middle))
			m_view_pos -= state.mouseMove();

		IRect rect = worldToScreen(IBox(int3(0, 0, 0), asXZY(m_tile_map.dimensions(), 256)));
		m_view_pos = clamp(m_view_pos, rect.min, rect.max - m_view_size);
	}
Пример #3
0
	bool EntitiesEditor::onMouseDrag(const InputState &state, int2 start, int2 current, int key, int is_final) {
		bool shift_pressed = state.isKeyPressed(InputKey::lshift);
		if(key == 0 && !state.isKeyPressed(InputKey::lctrl)) {
			computeCursor(start, current, shift_pressed);
			m_is_selecting = !is_final;

			if(m_mode == Mode::selecting && is_final && is_final != -1) {
				findVisible(m_selected_ids, m_selection);
				computeCursor(current, current, shift_pressed);
			}
			else if(m_mode == Mode::placing) {
				if(m_proto->typeId() == EntityId::trigger) {
					Trigger *trigger = static_cast<Trigger*>(m_proto.get());

					if(m_trigger_mode == 0) {
						m_trigger_box = m_view.computeCursor(start, current, int3(1, 1, 1), m_cursor_pos.y, 0);
					
						if(state.isMouseButtonDown(InputButton::right)) {
							m_trigger_mode = 1;
							m_trigger_offset = current;
						}
					}

					IBox new_box = m_trigger_box;
					if(m_trigger_mode == 1) {
						int offset = screenToWorld(int2(0, m_trigger_offset.y - current.y)).y;
						if(offset < 0)
							new_box.min.y += offset;
						else
							new_box.max.y += offset;
					}
					
					trigger->setBox((FBox)new_box);
					m_cursor_pos = trigger->pos();
			
					if(is_final > 0) {
						m_entity_map.add(PEntity(m_proto->clone()));
					}
					if(is_final) {
						m_trigger_mode = 0;
						trigger->setBox(FBox(0, 0, 0, 1, 1, 1) + trigger->pos());
					}
				}
				else if(is_final > 0)
					m_entity_map.add(PEntity(m_proto->clone()));
			}

			return true;
		}
		else if(key == 1 && m_mode == Mode::selecting) {
			if(!m_is_moving) {
				m_is_moving_vertically = state.isKeyPressed(InputKey::lshift);
				m_is_moving = true;
			}

			if(m_is_moving_vertically)
				m_move_offset = int3(0, screenToWorld(int2(0, start.y - current.y)).y, 0);
			else
				m_move_offset = asXZY(screenToWorld(current - start), 0);

			if(is_final)
				m_is_moving = false;

			if(is_final > 0) {
				for(int n = 0; n < (int)m_selected_ids.size(); n++) {
					auto &object = m_entity_map[m_selected_ids[n]];
					object.ptr->setPos(object.ptr->pos() + float3(m_move_offset));
					m_entity_map.update(m_selected_ids[n]);
				}
			}

			return true;
		}

		return false;
	}