From 731a84273aa426212f825c08f46946338c0b73a5 Mon Sep 17 00:00:00 2001 From: En Yi Date: Sat, 19 Aug 2023 17:38:13 +0800 Subject: [PATCH] Render the selection tiles only once This is not pretty as this does not allow double (de-)init of the sandbox scene, but should suffice for now --- scenes/editor_scene.c | 242 +++++++++++++++++------------------------- 1 file changed, 100 insertions(+), 142 deletions(-) diff --git a/scenes/editor_scene.c b/scenes/editor_scene.c index 1ef0bf3..2630b11 100644 --- a/scenes/editor_scene.c +++ b/scenes/editor_scene.c @@ -75,6 +75,7 @@ static inline unsigned int get_tile_idx(int x, int y, const TileGrid_t* tilemap) return MAX_N_TILES; } +static RenderTexture2D selection_section; static void level_scene_render_func(Scene_t* scene) { LevelSceneData_t* data = &(CONTAINER_OF(scene, LevelScene_t, scene)->data); @@ -96,22 +97,18 @@ static void level_scene_render_func(Scene_t* scene) max.x = (int)fmin(tilemap.width-1, max.x + 1); max.y = (int)fmin(tilemap.height-1, max.y + 1); - printf("(%d,%d %d,%d\n", (int)min.x, (int)min.y, (int)max.x, (int)max.y); BeginTextureMode(data->game_viewport); ClearBackground(WHITE); BeginMode2D(data->cam); - //for (size_t i = 0; i < tilemap.n_tiles; ++i) - //{ for (int tile_y = min.y; tile_y <= max.y; tile_y++) { - //for (unsigned int tile_x = tile_x1; tile_x <= tile_x2; tile_x++) for (int tile_x = min.x; tile_x <= max.x; tile_x++) { - //int i = get_tile_idx(x, y, &tilemap); int i = tile_x + tile_y * tilemap.width; - char buffer[6] = {0}; int x = tile_x * TILE_SIZE; int y = tile_y * TILE_SIZE; + + char buffer[6] = {0}; sprintf(buffer, "%u", sc_map_size_64v(&tilemap.tiles[i].entities_set)); if (!tilemap.tiles[i].moveable) @@ -375,149 +372,30 @@ static void level_scene_render_func(Scene_t* scene) (Vector2){data->game_rec.x, data->game_rec.y}, WHITE ); + draw_rec.width = SELECTION_REGION_WIDTH; + draw_rec.height = -(SELECTION_REGION_HEIGHT * 2 + 10); + Vector2 draw_pos = {data->game_rec.x, data->game_rec.y + data->game_rec.height + SELECTION_GAP}; - const Color crate_colour = metal_toggle ? GRAY : BROWN; - const Color draw_colour[MAX_SPAWN_TYPE] = { - BLACK, MAROON, ORANGE, ColorAlpha(RAYWHITE, 0.5), ColorAlpha(BLUE, 0.5), ColorAlpha(RAYWHITE, 0.5), - crate_colour, crate_colour, crate_colour, crate_colour, crate_colour, crate_colour, - ColorAlpha(RAYWHITE, 0.5), ColorAlpha(RAYWHITE, 0.5) - }; - for (uint8_t i = 0; i < MAX_SPAWN_TYPE; ++i) - { - if (i != current_spawn_selection) - { - DrawRectangle(draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, draw_colour[i]); - Vector2 half_size = {SELECTION_TILE_HALFSIZE, SELECTION_TILE_HALFSIZE}; - switch (i) - { - case TOGGLE_SPIKE: - DrawRectangle(draw_pos.x, draw_pos.y + SELECTION_TILE_HALFSIZE, SELECTION_TILE_SIZE, SELECTION_TILE_HALFSIZE, RED); - break; - case SPAWN_BOULDER: - DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, GRAY); - break; - case SPAWN_CRATE_ARROW_L: - DrawLine( - draw_pos.x, - draw_pos.y + half_size.y, - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - BLACK - ); - break; - case SPAWN_CRATE_ARROW_R: - DrawLine( - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - draw_pos.x + half_size.x * 2, - draw_pos.y + half_size.y, - BLACK - ); - break; - case SPAWN_CRATE_ARROW_U: - DrawLine( - draw_pos.x + half_size.x, - draw_pos.y, - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - BLACK - ); - break; - case SPAWN_CRATE_ARROW_D: - DrawLine( - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - draw_pos.x + half_size.x, - draw_pos.y + half_size.y * 2, - BLACK - ); - break; - case SPAWN_CRATE_BOMB: - DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, BLACK); - break; - case SPAWN_WATER_RUNNER: - DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, ColorAlpha(BLUE, 0.2)); - break; - case TOGGLE_AIR_POCKET: - DrawRectangleLinesEx((Rectangle){draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5)); - break; - } - } - draw_pos.x += SELECTION_TILE_SIZE; - } - - draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE; - DrawRectangle( - draw_pos.x - 2, draw_pos.y - 2, - SELECTION_TILE_SIZE + 4, SELECTION_TILE_SIZE + 4, GREEN + DrawTextureRec( + selection_section.texture, + draw_rec, + draw_pos, + WHITE + ); + + draw_pos.x = data->game_rec.x + current_spawn_selection * SELECTION_TILE_SIZE; + DrawRectangleLines( + draw_pos.x, draw_pos.y, + SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, GREEN ); - DrawRectangle(draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, draw_colour[current_spawn_selection]); - const Vector2 half_size = {SELECTION_TILE_HALFSIZE, SELECTION_TILE_HALFSIZE}; - switch (current_spawn_selection) - { - case TOGGLE_SPIKE: - DrawRectangle(draw_pos.x, draw_pos.y + SELECTION_TILE_HALFSIZE, SELECTION_TILE_SIZE, SELECTION_TILE_HALFSIZE, RED); - break; - case SPAWN_BOULDER: - DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, GRAY); - break; - case SPAWN_CRATE_ARROW_L: - DrawLine( - draw_pos.x, - draw_pos.y + half_size.y, - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - BLACK - ); - break; - case SPAWN_CRATE_ARROW_R: - DrawLine( - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - draw_pos.x + half_size.x * 2, - draw_pos.y + half_size.y, - BLACK - ); - break; - case SPAWN_CRATE_ARROW_U: - DrawLine( - draw_pos.x + half_size.x, - draw_pos.y, - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - BLACK - ); - break; - case SPAWN_CRATE_ARROW_D: - DrawLine( - draw_pos.x + half_size.x, - draw_pos.y + half_size.y, - draw_pos.x + half_size.x, - draw_pos.y + half_size.y * 2, - BLACK - ); - break; - case SPAWN_CRATE_BOMB: - DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, BLACK); - break; - case SPAWN_WATER_RUNNER: - DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, ColorAlpha(BLUE, 0.2)); - break; - case TOGGLE_AIR_POCKET: - DrawRectangleLinesEx((Rectangle){draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5)); - break; - } draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE; - sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive"); - DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK); - draw_pos.x = data->game_rec.x; - draw_pos.y += SELECTION_TILE_SIZE + 5; sprintf(buffer, "Selection: %s", get_spawn_selection_string(current_spawn_selection)); DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK); - draw_pos.x = data->game_rec.x + (MAX_SPAWN_TYPE + 1) * SELECTION_TILE_SIZE; - DrawText("Press R to reset the map\nO,P to cycle the selection, T to toggle crate spawn behaviour", draw_pos.x, draw_pos.y, 16, BLACK); + draw_pos.y += SELECTION_TILE_SIZE + 5; + sprintf(buffer, "Crate %s on spawn", crate_activation? "active" : "inactive"); + DrawText(buffer, draw_pos.x, draw_pos.y, 20, BLACK); // For DEBUG const int gui_x = data->game_rec.x + data->game_rec.width + 10; @@ -866,6 +744,85 @@ void init_sandbox_scene(LevelScene_t* scene) unsigned int tile_idx = (scene->data.tilemap.height - 1) * scene->data.tilemap.width + i; change_a_tile(&scene->data.tilemap, tile_idx, SOLID_TILE); } + selection_section = LoadRenderTexture(SELECTION_REGION_WIDTH, SELECTION_REGION_HEIGHT * 2 + 10); + + BeginTextureMode(selection_section); + ClearBackground(LIGHTGRAY); + Vector2 draw_pos = {0, 0}; + const Color crate_colour = metal_toggle ? GRAY : BROWN; + const Color draw_colour[MAX_SPAWN_TYPE] = { + BLACK, MAROON, ORANGE, ColorAlpha(RAYWHITE, 0.5), ColorAlpha(BLUE, 0.5), ColorAlpha(RAYWHITE, 0.5), + crate_colour, crate_colour, crate_colour, crate_colour, crate_colour, crate_colour, + ColorAlpha(RAYWHITE, 0.5), ColorAlpha(RAYWHITE, 0.5) + }; + for (uint8_t i = 0; i < MAX_SPAWN_TYPE; ++i) + { + { + DrawRectangle(draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE, draw_colour[i]); + Vector2 half_size = {SELECTION_TILE_HALFSIZE, SELECTION_TILE_HALFSIZE}; + switch (i) + { + case TOGGLE_SPIKE: + DrawRectangle(draw_pos.x, draw_pos.y + SELECTION_TILE_HALFSIZE, SELECTION_TILE_SIZE, SELECTION_TILE_HALFSIZE, RED); + break; + case SPAWN_BOULDER: + DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, GRAY); + break; + case SPAWN_CRATE_ARROW_L: + DrawLine( + draw_pos.x, + draw_pos.y + half_size.y, + draw_pos.x + half_size.x, + draw_pos.y + half_size.y, + BLACK + ); + break; + case SPAWN_CRATE_ARROW_R: + DrawLine( + draw_pos.x + half_size.x, + draw_pos.y + half_size.y, + draw_pos.x + half_size.x * 2, + draw_pos.y + half_size.y, + BLACK + ); + break; + case SPAWN_CRATE_ARROW_U: + DrawLine( + draw_pos.x + half_size.x, + draw_pos.y, + draw_pos.x + half_size.x, + draw_pos.y + half_size.y, + BLACK + ); + break; + case SPAWN_CRATE_ARROW_D: + DrawLine( + draw_pos.x + half_size.x, + draw_pos.y + half_size.y, + draw_pos.x + half_size.x, + draw_pos.y + half_size.y * 2, + BLACK + ); + break; + case SPAWN_CRATE_BOMB: + DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, BLACK); + break; + case SPAWN_WATER_RUNNER: + DrawCircleV(Vector2Add(draw_pos, half_size), half_size.x, ColorAlpha(BLUE, 0.2)); + break; + case TOGGLE_AIR_POCKET: + DrawRectangleLinesEx((Rectangle){draw_pos.x, draw_pos.y, SELECTION_TILE_SIZE, SELECTION_TILE_SIZE}, 2.0, ColorAlpha(BLUE, 0.5)); + break; + } + } + draw_pos.x += SELECTION_TILE_SIZE; + } + + draw_pos.y += SELECTION_TILE_SIZE + 2; + DrawText("R to reset the map, O/P to cycle the selection,\nT to toggle crate spawn behaviour", 0, draw_pos.y, 16, BLACK); + + + EndTextureMode(); create_player(&scene->scene.ent_manager, &scene->scene.engine->assets); update_entity_manager(&scene->scene.ent_manager); @@ -924,4 +881,5 @@ void free_sandbox_scene(LevelScene_t* scene) { free_scene(&scene->scene); term_level_scene_data(&scene->data); + UnloadRenderTexture(selection_section); // Unload render texture }