mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-01 04:14:22 +00:00
736 lines
31 KiB
C#
736 lines
31 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Globalization;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using ProjectZ.Base;
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using ProjectZ.Base.UI;
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using ProjectZ.InGame.GameObjects;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.SaveLoad;
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using ProjectZ.InGame.Things;
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using Keys = Microsoft.Xna.Framework.Input.Keys;
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namespace ProjectZ.Editor
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{
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class ObjectEditorScreen
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{
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enum Mode
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{
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Draw,
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Edit
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}
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enum EditMode
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{
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Idle,
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Moving
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}
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enum DrawMode
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{
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Draw,
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Erase,
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Nothing
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}
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public static Dictionary<string, GameObject> EditorObjectTemplates = new Dictionary<string, GameObject>();
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private Mode _currentMode = Mode.Edit;
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private EditMode _currentEditMode = EditMode.Idle;
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private DrawMode _currentDrawMode = DrawMode.Nothing;
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private readonly ObjectSelectionScreen _objectSelectionSelectionScreen = new ObjectSelectionScreen();
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private const int MaxParameter = 15;
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private readonly UiLabel[] _uiParameterHeader = new UiLabel[MaxParameter];
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private readonly UiTextInput[] _uiParameterTextInput = new UiTextInput[MaxParameter];
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private readonly string[] _strParameter = new string[MaxParameter];
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private UiNumberInput _bezier0;
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private UiNumberInput _bezier1;
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private UiNumberInput _bezier2;
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private UiNumberInput _bezier3;
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private CubicBezier _cublicBezier;
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private GameObjectItem _selectedGameObjectItem;
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private EditorCamera _camera;
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public Point ObjectCursor;
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public Point SelectionStart;
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public Point SelectionEnd;
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private Point? LastObjectCursor;
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private Point mousePosition, mouseMapPosition;
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private Point _moveOffset;
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private Point _startMovePosition;
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public Point MouseMapPosition => new Point(
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(InputHandler.MousePosition().X - _camera.Location.X) / (int)(Values.TileSize * _camera.Scale),
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(InputHandler.MousePosition().Y - _camera.Location.Y) / (int)(Values.TileSize * _camera.Scale));
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private string _currentMapPath;
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private int _currentLayer;
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private int _replaceSelection;
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private int _leftToolbarWidth = 200;
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private int _rightToolbarWidth = 250;
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private int gridSize = 1;
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public bool DrawObjectLayer = true;
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public bool MultiSelect;
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public ObjectEditorScreen(EditorCamera camera)
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{
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_camera = camera;
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}
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public void Load()
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{
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_objectSelectionSelectionScreen.Load();
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}
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public void SetupUi(int posY)
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{
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{
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var buttonWidth = _leftToolbarWidth - 10;
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var halfButtonWidth = buttonWidth / 2 - 2;
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var buttonHeight = 30;
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var lableHeight = 20;
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//Game1.EditorUi.AddElement(new UiButton(
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// new Rectangle(5, posY += (int)(buttonHeight * 1.5f) + 5, buttonWidth, buttonHeight),
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// Resources.EditorFont,
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// "add obj at selected tile", "bt1", Values.EditorUiObjectEditor, null, ui => { AddObjectsAt(); }));
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Game1.EditorUi.AddElement(new UiLabel(new Rectangle(5, posY, buttonWidth, buttonHeight),
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Resources.EditorFont, "Mode", "bt1", Values.EditorUiObjectEditor, null));
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Game1.EditorUi.AddElement(new UiButton(
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new Rectangle(5, posY += buttonHeight, halfButtonWidth, buttonHeight), Resources.EditorFont,
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"Draw", "bt1", Values.EditorUiObjectEditor,
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ui => { ((UiButton)ui).Marked = _currentMode == Mode.Draw; },
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ui => { _currentMode = Mode.Draw; })
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{ ButtonIcon = Resources.EditorIconEdit });
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Game1.EditorUi.AddElement(new UiButton(
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new Rectangle(5 + halfButtonWidth + 4, posY, halfButtonWidth, buttonHeight),
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Resources.EditorFont,
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"Edit", "bt1", Values.EditorUiObjectEditor,
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ui => { ((UiButton)ui).Marked = _currentMode == Mode.Edit; },
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ui => { _currentMode = Mode.Edit; })
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{ ButtonIcon = Resources.EditorIconSelect });
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Game1.EditorUi.AddElement(new UiLabel(
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new Rectangle(5, posY += buttonHeight + 5, buttonWidth, buttonHeight),
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Resources.EditorFont, "Grid", "bt1", Values.EditorUiObjectEditor, null));
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// grid size
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posY += buttonHeight;
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var gridValue = 1;
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var gridButtonWidth = (buttonWidth - 3 * 4) / 5;
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for (var i = 0; i < 5; i++)
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{
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var gridValueLocal = gridValue;
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Game1.EditorUi.AddElement(new UiButton(
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new Rectangle(5 + (gridButtonWidth + 3) * i, posY, gridButtonWidth, buttonHeight),
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Resources.EditorFont,
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gridValue.ToString(), "bt1", Values.EditorUiObjectEditor,
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ui => { ((UiButton)ui).Marked = gridSize == gridValueLocal; },
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ui => { ChangeGridSteps(gridValueLocal); }));
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gridValue *= 2;
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}
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//_cublicBezier = new CubicBezier(100, Vector2.Zero, Vector2.One);
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//Game1.EditorUi.AddElement(_bezier0 = new UiNumberInput(
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// new Rectangle(5, posY += buttonHeight, buttonWidth, buttonHeight),
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// Resources.EditorFont, 0, 0, 100, 1, "tx", Values.EditorUiObjectEditor, null, ui => UpdateBezierCurve()));
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//Game1.EditorUi.AddElement(_bezier1 = new UiNumberInput(
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// new Rectangle(5, posY += buttonHeight, buttonWidth, buttonHeight),
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// Resources.EditorFont, 0, 0, 100, 1, "tx", Values.EditorUiObjectEditor, null, ui => UpdateBezierCurve()));
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//Game1.EditorUi.AddElement(_bezier2 = new UiNumberInput(
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// new Rectangle(5, posY += buttonHeight, buttonWidth, buttonHeight),
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// Resources.EditorFont, 0, 0, 100, 1, "tx", Values.EditorUiObjectEditor, null, ui => UpdateBezierCurve()));
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//Game1.EditorUi.AddElement(_bezier3 = new UiNumberInput(
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// new Rectangle(5, posY += buttonHeight, buttonWidth, buttonHeight),
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// Resources.EditorFont, 0, 0, 100, 1, "tx", Values.EditorUiObjectEditor, null, ui => UpdateBezierCurve()));
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}
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{
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var buttonWidth = _rightToolbarWidth - 10;
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var buttonHeight = 30;
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var buttonHeightBig = 50;
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var lableHeight = 20;
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// right background
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Game1.EditorUi.AddElement(new UiRectangle(Rectangle.Empty, "left", Values.EditorUiObjectEditor,
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Values.ColorBackgroundLight, Color.White,
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ui =>
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{
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ui.Rectangle = new Rectangle(Game1.WindowWidth - _rightToolbarWidth, Values.ToolBarHeight,
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_rightToolbarWidth,
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Game1.WindowHeight - Values.ToolBarHeight);
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}));
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var leftPosition = Game1.WindowWidth - buttonWidth - 5;
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posY = Values.ToolBarHeight + 5;
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for (var i = 0; i < MaxParameter; i++)
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{
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var i1 = i;
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var textInputHeight = i >= 2 ? buttonHeightBig : buttonHeight;
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_uiParameterHeader[i] = new UiLabel(
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new Rectangle(leftPosition, posY += textInputHeight + 5, buttonWidth, lableHeight), "",
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Values.EditorUiObjectEditor)
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{
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SizeUpdate = ui =>
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{
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ui.Rectangle = new Rectangle(Game1.WindowWidth - buttonWidth - 5, ui.Rectangle.Y,
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ui.Rectangle.Width, ui.Rectangle.Height);
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((UiLabel)ui).UpdateLabelPosition();
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}
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};
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_uiParameterTextInput[i] = new UiTextInput(
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new Rectangle(leftPosition, posY += lableHeight, buttonWidth, textInputHeight),
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Resources.EditorFontMonoSpace,
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100, "objectparameter", Values.EditorUiObjectEditor, null, ui =>
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{
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_strParameter[i1] = ((UiTextInput)ui).StrValue;
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UpdateObjectParameter();
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})
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{
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SizeUpdate = ui =>
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{
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ui.Rectangle = new Rectangle(Game1.WindowWidth - buttonWidth - 5, ui.Rectangle.Y,
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ui.Rectangle.Width, ui.Rectangle.Height);
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}
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};
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}
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// add the text fields
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foreach (var element in _uiParameterTextInput)
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Game1.EditorUi.AddElement(element);
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// add the labels
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foreach (var element in _uiParameterHeader)
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Game1.EditorUi.AddElement(element);
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}
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}
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//private void UpdateBezierCurve()
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//{
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// _cublicBezier.FirstPoint = new Vector2(_bezier0.Value / 100.0f, _bezier1.Value / 100.0f);
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// _cublicBezier.SecondPoint = new Vector2(_bezier2.Value / 100.0f, _bezier3.Value / 100.0f);
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//}
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public void UpdateObjectSelection(GameTime gameTime)
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{
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// update object selection
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_objectSelectionSelectionScreen.Update(gameTime);
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}
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public void Update(GameTime gameTime)
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{
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Game1.EditorUi.CurrentScreen = Values.EditorUiObjectEditor;
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mousePosition = InputHandler.MousePosition();
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mouseMapPosition = GetMapPosition(mousePosition);
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ObjectCursor = GetGriddedPosition(mouseMapPosition);
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if (_currentMode == Mode.Edit)
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UpdateEditMode();
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else
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UpdateDrawMode();
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LastObjectCursor = ObjectCursor;
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}
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public void UpdateDrawMode()
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{
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// draw
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if (!MultiSelect)
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SelectionStart = ObjectCursor;
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SelectionEnd = ObjectCursor;
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// start to draw or to erase
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if (InsideField() && _currentDrawMode == DrawMode.Nothing)
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{
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if (InputHandler.MouseLeftStart())
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_currentDrawMode = DrawMode.Draw;
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else if (InputHandler.MouseRightStart())
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_currentDrawMode = DrawMode.Erase;
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LastObjectCursor = null;
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}
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if (_currentDrawMode == DrawMode.Draw && (InputHandler.MouseLeftDown() || InputHandler.MouseLeftReleased()) ||
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_currentDrawMode == DrawMode.Erase && (InputHandler.MouseRightDown() || InputHandler.MouseRightReleased()))
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{
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if (InputHandler.KeyDown(Keys.LeftAlt) &&
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(_currentDrawMode == DrawMode.Draw && InputHandler.MouseLeftDown() ||
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_currentDrawMode == DrawMode.Erase && InputHandler.MouseRightDown()))
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{
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MultiSelect = true;
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}
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else
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{
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// no longer in multiselect
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if (MultiSelect)
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{
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MultiSelect = false;
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FillMultiSelection();
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}
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else
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{
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// only draw when the cursor was moved or drawing was just startet
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if (LastObjectCursor != ObjectCursor)
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FillSelection();
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}
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}
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}
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else
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{
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MultiSelect = false;
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_currentDrawMode = DrawMode.Nothing;
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}
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}
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public void UpdateEditMode()
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{
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// select the current object
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if (InsideField() && InputHandler.MouseLeftStart())
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{
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GetSingleSelectedObject();
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if (_selectedGameObjectItem != null)
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{
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var mapPosition = GetMapPosition(mousePosition);
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_startMovePosition = GetGriddedPosition(mapPosition);
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// what was this for???
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_moveOffset = GetGriddedPosition(new Point(
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mapPosition.X - (int)_selectedGameObjectItem.Parameter[1],
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mapPosition.Y - (int)_selectedGameObjectItem.Parameter[2]));
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_moveOffset = new Point(
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_moveOffset.X * (Values.TileSize / gridSize),
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_moveOffset.Y * (Values.TileSize / gridSize));
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_currentEditMode = EditMode.Moving;
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}
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}
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if (InputHandler.MouseLeftReleased())
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{
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_currentEditMode = EditMode.Idle;
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// update parameter after the position was changed
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UpdateSelectedObjectParameters();
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}
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// update the location of the object to move
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if (_currentEditMode == EditMode.Moving)
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{
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var scaledOffset = new Point(
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(int)(_moveOffset.X * _camera.Scale),
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(int)(_moveOffset.Y * _camera.Scale));
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var griddedPosition = GetGriddedPosition(GetMapPosition(mousePosition - scaledOffset));
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if (_startMovePosition != griddedPosition)
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{
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_startMovePosition = griddedPosition;
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_selectedGameObjectItem.Parameter[1] = griddedPosition.X * Values.TileSize / gridSize;
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_selectedGameObjectItem.Parameter[2] = griddedPosition.Y * Values.TileSize / gridSize;
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}
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}
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}
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public void DrawObjectSelection(SpriteBatch spriteBatch)
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{
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_objectSelectionSelectionScreen.Draw(spriteBatch);
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}
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public void Draw(SpriteBatch spriteBatch)
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{
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// draw all the objects
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if (DrawObjectLayer)
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{
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foreach (var gameObjItem in Game1.GameManager.MapManager.CurrentMap.Objects.ObjectList)
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{
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// draw the object
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if (EditorObjectTemplates.ContainsKey(gameObjItem.Index))
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{
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var gameObject = EditorObjectTemplates[gameObjItem.Index];
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var scaledSize = new Vector2(gameObject.EditorIconSource.Width, gameObject.EditorIconSource.Height) * gameObject.EditorIconScale;
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var position = new Vector2(
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(int)gameObjItem.Parameter[1] + (scaledSize.X > 16 ? 0 : 8 - scaledSize.X / 2),
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(int)gameObjItem.Parameter[2] + (scaledSize.Y > 16 ? 0 : 8 - scaledSize.Y / 2));
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gameObject.DrawEditor(spriteBatch, position);
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// overlay red on the selected object
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if (_selectedGameObjectItem == gameObjItem)
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spriteBatch.Draw(Resources.SprWhite,
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new Rectangle((int)position.X, (int)position.Y, (int)scaledSize.X, (int)scaledSize.Y), Color.Red * 0.25f);
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}
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}
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}
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if (_currentMode == Mode.Draw)
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{
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// draw the selection
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if (MultiSelect)
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{
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var left = Math.Min(SelectionStart.X, SelectionEnd.X);
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var right = Math.Max(SelectionStart.X, SelectionEnd.X);
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var top = Math.Min(SelectionStart.Y, SelectionEnd.Y);
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var down = Math.Max(SelectionStart.Y, SelectionEnd.Y);
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spriteBatch.Draw(Resources.SprWhite,
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new Rectangle(
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left * Values.TileSize / gridSize,
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top * Values.TileSize / gridSize,
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(right - left + 1) * Values.TileSize / gridSize,
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(down - top + 1) * Values.TileSize / gridSize), Color.White * 0.5f);
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}
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// draw the cursor
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spriteBatch.Draw(Resources.SprWhite,
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new Rectangle(
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ObjectCursor.X * Values.TileSize / gridSize,
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ObjectCursor.Y * Values.TileSize / gridSize,
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Values.TileSize / gridSize,
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Values.TileSize / gridSize), Color.Red * 0.75f);
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}
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}
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public void DrawTop(SpriteBatch spriteBatch)
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{
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// draw the selected object above the blured layer
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var rectangle = new Rectangle(
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0, Game1.WindowHeight - _leftToolbarWidth, _leftToolbarWidth, _leftToolbarWidth);
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_objectSelectionSelectionScreen.DrawSelectedObject(spriteBatch, rectangle);
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//var curveSize = 200;
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//var curvePosition = new Vector2(300, 300);
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//for (var i = 0; i < _cublicBezier.Data.Length; i++)
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//{
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// spriteBatch.Draw(Resources.SprWhite, new Vector2(
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// curvePosition.X + (i / (float)(_cublicBezier.Data.Length - 1)) * curveSize,
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// curvePosition.Y - _cublicBezier.Data[i] * curveSize) - new Vector2(1, 1),
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// new Rectangle(0, 0, 3, 3), Color.Green);
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//}
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//var smallCurveSize = 450;
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//for (var i = 0; i < smallCurveSize; i++)
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//{
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// var percentage = i / (float)(smallCurveSize - 1);
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// var curve = _cublicBezier.EvaluateX(percentage);
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// spriteBatch.Draw(Resources.SprWhite, new Vector2(curvePosition.X + percentage * curveSize, curvePosition.Y - curve * curveSize), Color.Red);
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//}
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//for (var i = 0; i < curveSize; i++)
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//{
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// var percentage = i / (float)(curveSize - 1);
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// var curve = _cublicBezier.EvaluatePosition(percentage);
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// spriteBatch.Draw(Resources.SprWhite, new Vector2(curvePosition.X + curve.X * curveSize, curvePosition.Y - curve.Y * curveSize), Color.White);
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//}
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//spriteBatch.Draw(Resources.SprWhite, curvePosition +
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// new Vector2(_cublicBezier.FirstPoint.X, -_cublicBezier.FirstPoint.Y) * curveSize - new Vector2(1, 1), new Rectangle(0, 0, 3, 3), Color.Blue);
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//spriteBatch.Draw(Resources.SprWhite, curvePosition +
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// new Vector2(_cublicBezier.SecondPoint.X, -_cublicBezier.SecondPoint.Y) * curveSize - new Vector2(1, 1), new Rectangle(0, 0, 3, 3), Color.Red);
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}
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public bool InsideField()
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{
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return InputHandler.MouseIntersect(new Rectangle(
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_leftToolbarWidth, Values.ToolBarHeight,
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Game1.WindowWidth - _leftToolbarWidth - _rightToolbarWidth,
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Game1.WindowHeight - Values.ToolBarHeight));
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}
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private void GetSingleSelectedObject()
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{
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_selectedGameObjectItem = GetSelectedGameObject(mouseMapPosition, _selectedGameObjectItem);
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UpdateSelectedObjectParameters();
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}
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public void RemoveObject(Rectangle deleteRectangle)
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{
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var currentMap = Game1.GameManager.MapManager.CurrentMap;
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// remove one object that collides with the rectangle
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for (var i = 0; i < currentMap.Objects.ObjectList.Count; i++)
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{
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var objectPosition = GetObjectPosition(currentMap.Objects.ObjectList[i], true);
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var objTemplate = EditorObjectTemplates[currentMap.Objects.ObjectList[i].Index];
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var scaledSize = new Vector2(objTemplate.EditorIconSource.Width, objTemplate.EditorIconSource.Height) * objTemplate.EditorIconScale;
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if (objectPosition.X < deleteRectangle.X + deleteRectangle.Width &&
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deleteRectangle.X < objectPosition.X + scaledSize.X &&
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objectPosition.Y < deleteRectangle.Y + deleteRectangle.Height &&
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deleteRectangle.Y < objectPosition.Y + scaledSize.Y)
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{
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currentMap.Objects.ObjectList.Remove(currentMap.Objects.ObjectList[i]);
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return;
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}
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}
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}
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public List<GameObjectItem> GetGameObjectsAt(Point position, bool selectMode)
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{
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var objectList = new List<GameObjectItem>();
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// search for the objects at the given position and add the to the list
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foreach (var gameObject in Game1.GameManager.MapManager.CurrentMap.Objects.ObjectList)
|
|
{
|
|
// @HACK
|
|
// maybe the ObjectList wasn't that good of an idea
|
|
if (ObjectContainsPosition(gameObject, position, selectMode))
|
|
objectList.Add(gameObject);
|
|
}
|
|
|
|
return objectList;
|
|
}
|
|
|
|
private Vector2 GetObjectPosition(GameObjectItem gameObjectItem, bool selectMode)
|
|
{
|
|
// calculate the position of the object
|
|
if (!selectMode)
|
|
return new Vector2((int)gameObjectItem.Parameter[1], (int)gameObjectItem.Parameter[2]);
|
|
|
|
var objTemplate = EditorObjectTemplates[gameObjectItem.Index];
|
|
var scaledSize = new Vector2(objTemplate.EditorIconSource.Width, objTemplate.EditorIconSource.Height) * objTemplate.EditorIconScale;
|
|
|
|
return new Vector2(
|
|
(int)gameObjectItem.Parameter[1] + (scaledSize.X > 16 ? 0 : 8 - scaledSize.X / 2),
|
|
(int)gameObjectItem.Parameter[2] + (scaledSize.Y > 16 ? 0 : 8 - scaledSize.Y / 2));
|
|
}
|
|
|
|
private bool ObjectContainsPosition(GameObjectItem gameObjectItem, Point position, bool selectMode)
|
|
{
|
|
var objectPosition = GetObjectPosition(gameObjectItem, selectMode);
|
|
|
|
var objTemplate = EditorObjectTemplates[gameObjectItem.Index];
|
|
var scaledSize = new Vector2(objTemplate.EditorIconSource.Width, objTemplate.EditorIconSource.Height) * objTemplate.EditorIconScale;
|
|
|
|
return objectPosition.X <= position.X && position.X < objectPosition.X + scaledSize.X &&
|
|
objectPosition.Y <= position.Y && position.Y < objectPosition.Y + scaledSize.Y;
|
|
}
|
|
|
|
public string ObjectToString(object stringObject)
|
|
{
|
|
if (stringObject is Rectangle rectangle)
|
|
return rectangle.X + "." + rectangle.Y + "." + rectangle.Width + "." + rectangle.Height;
|
|
if (stringObject is float)
|
|
return ((float)stringObject).ToString(CultureInfo.InvariantCulture);
|
|
|
|
return stringObject.ToString();
|
|
}
|
|
|
|
private void UpdateSelectedObjectParameters()
|
|
{
|
|
if (_selectedGameObjectItem == null)
|
|
{
|
|
for (var i = 0; i < MaxParameter; i++)
|
|
{
|
|
_uiParameterHeader[i].IsVisible = false;
|
|
_uiParameterTextInput[i].IsVisible = false;
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
var objectParameter = GameObjectTemplates.GameObjectParameter[_selectedGameObjectItem.Index];
|
|
|
|
for (var i = 1; i <= MaxParameter; i++)
|
|
{
|
|
if (objectParameter.Length > i)
|
|
{
|
|
_uiParameterHeader[i - 1].Label = objectParameter[i].Name;
|
|
|
|
_strParameter[i - 1] = "";
|
|
if (_selectedGameObjectItem.Parameter[i] != null)
|
|
_strParameter[i - 1] = ObjectToString(_selectedGameObjectItem.Parameter[i]);
|
|
|
|
_uiParameterTextInput[i - 1].StrValue = _strParameter[i - 1];
|
|
_uiParameterTextInput[i - 1].InputType = GameObjectTemplates.GameObjectParameter[_selectedGameObjectItem.Index][i].ParameterType;
|
|
}
|
|
|
|
// hide the empty ui elements
|
|
_uiParameterHeader[i - 1].IsVisible = objectParameter.Length > i;
|
|
_uiParameterTextInput[i - 1].IsVisible = objectParameter.Length > i;
|
|
}
|
|
|
|
_objectSelectionSelectionScreen.SelectObject(_selectedGameObjectItem.Index);
|
|
_objectSelectionSelectionScreen.SelectedObjectParameter = _selectedGameObjectItem.Parameter;
|
|
}
|
|
|
|
private void UpdateObjectParameter()
|
|
{
|
|
// set the parameter of the object
|
|
if (_selectedGameObjectItem == null) return;
|
|
|
|
for (var i = 1; i < _selectedGameObjectItem.Parameter.Length; i++)
|
|
{
|
|
var parameterType = GameObjectTemplates.GameObjectParameter[_selectedGameObjectItem.Index][i].ParameterType;
|
|
var parameter = MapData.ConvertToObject(_strParameter[i - 1], parameterType);
|
|
|
|
if (parameter != null)
|
|
_selectedGameObjectItem.Parameter[i] = parameter;
|
|
}
|
|
}
|
|
|
|
private string GetObjectIndex()
|
|
{
|
|
return _currentDrawMode == DrawMode.Draw ? _objectSelectionSelectionScreen.SelectedObjectIndex : null;
|
|
}
|
|
|
|
private object[] GetObjectParameter()
|
|
{
|
|
return _objectSelectionSelectionScreen.SelectedObjectParameter;
|
|
}
|
|
|
|
private void FillMultiSelection()
|
|
{
|
|
var left = Math.Min(SelectionStart.X, SelectionEnd.X);
|
|
var right = Math.Max(SelectionStart.X, SelectionEnd.X);
|
|
var top = Math.Min(SelectionStart.Y, SelectionEnd.Y);
|
|
var down = Math.Max(SelectionStart.Y, SelectionEnd.Y);
|
|
|
|
for (var y = top; y <= down; y++)
|
|
for (var x = left; x <= right; x++)
|
|
{
|
|
SetMapObject(
|
|
x * Values.TileSize / gridSize,
|
|
y * Values.TileSize / gridSize, _currentLayer, GetObjectIndex(), GetObjectParameter());
|
|
}
|
|
}
|
|
|
|
private void FillSelection()
|
|
{
|
|
// draw or delete
|
|
SetMapObject(
|
|
ObjectCursor.X * Values.TileSize / gridSize,
|
|
ObjectCursor.Y * Values.TileSize / gridSize, _currentLayer, GetObjectIndex(), GetObjectParameter());
|
|
}
|
|
|
|
private void SetMapObject(int x, int y, int z, string index, object[] parameter)
|
|
{
|
|
// remove the object
|
|
if (index == null)
|
|
{
|
|
RemoveObject(new Rectangle(x, y, Values.TileSize / gridSize, Values.TileSize / gridSize));
|
|
return;
|
|
}
|
|
|
|
// create a clone of the parameter
|
|
var objParameter = MapData.GetParameterArray(index);
|
|
|
|
objParameter[1] = x;
|
|
objParameter[2] = y;
|
|
|
|
// this does only make a shallow copy, but the editor does not even support the editing of arrays in the parameters
|
|
// so this should be okay as long the editor does not allow this
|
|
for (var i = 3; i < parameter?.Length; i++)
|
|
objParameter[i] = parameter[i];
|
|
|
|
AddObjectToMap(index, objParameter);
|
|
}
|
|
|
|
public Point GetMapPosition(Point inputPosition)
|
|
{
|
|
return new Point(
|
|
(int)((inputPosition.X - _camera.Location.X) / _camera.Scale),
|
|
(int)((inputPosition.Y - _camera.Location.Y) / _camera.Scale));
|
|
}
|
|
|
|
public Point GetGriddedPosition(Point inputPosition)
|
|
{
|
|
var position = new Point(
|
|
inputPosition.X / (Values.TileSize / gridSize),
|
|
inputPosition.Y / (Values.TileSize / gridSize));
|
|
|
|
// fix
|
|
if (inputPosition.X < 0)
|
|
position.X--;
|
|
if (inputPosition.Y < 0)
|
|
position.Y--;
|
|
|
|
return position;
|
|
}
|
|
|
|
private void ChangeGridSteps(int scale)
|
|
{
|
|
gridSize = scale;
|
|
}
|
|
|
|
public void AddObjectToMap(string index, object[] parameter)
|
|
{
|
|
if (index == null) return;
|
|
|
|
// only add the object if there is currently not the same object on the position
|
|
var goAtPosition = GetGameObjectsAt(new Point((int)parameter[1], (int)parameter[2]), false);
|
|
foreach (var gameObjects in goAtPosition)
|
|
if (gameObjects.Index == index &&
|
|
(int)gameObjects.Parameter[1] == (int)parameter[1] &&
|
|
(int)gameObjects.Parameter[2] == (int)parameter[2])
|
|
return;
|
|
|
|
// add the object
|
|
Game1.GameManager.MapManager.CurrentMap.Objects.ObjectList.Add(new GameObjectItem(index, parameter));
|
|
}
|
|
|
|
public GameObjectItem GetSelectedGameObject(Point position, GameObjectItem startSelection)
|
|
{
|
|
var objectsAtPosition = GetGameObjectsAt(position, true);
|
|
|
|
if (objectsAtPosition.Count <= 0)
|
|
return null;
|
|
|
|
// @Hack
|
|
// finds the start position of the "startSelection"-GameObjectItem
|
|
// so it is possible to switch between objects at the same position
|
|
var startPosition = 0;
|
|
if (startSelection != null)
|
|
for (var i = 0; i < objectsAtPosition.Count; i++)
|
|
if (objectsAtPosition[i] == startSelection)
|
|
{
|
|
startPosition = i + 1;
|
|
break;
|
|
}
|
|
|
|
var index = startPosition % objectsAtPosition.Count;
|
|
return objectsAtPosition[index];
|
|
}
|
|
|
|
public static void OffsetObjects(Map map, int offsetX, int offsetY)
|
|
{
|
|
foreach (var gameObject in map.Objects.ObjectList)
|
|
{
|
|
gameObject.Parameter[1] = (int)gameObject.Parameter[1] + offsetX;
|
|
gameObject.Parameter[2] = (int)gameObject.Parameter[2] + offsetY;
|
|
}
|
|
}
|
|
}
|
|
}
|