top-down-shooter/leveleditor.odin

118 lines
2.8 KiB
Odin

package leveleditor
import rl "vendor:raylib"
import "core:math"
import "core:math/rand"
import "core:fmt"
import ui "vendor:microui"
import "rlmui"
Vec2 :: [2]f32
Rect :: rl.Rectangle
Img :: rl.Image
Color :: rl.Color
Tex :: rl.Texture
Key :: rl.KeyboardKey
SCREEN_WIDTH : i32 = 1400
SCREEN_HEIGHT : i32 = 1000
AppState :: struct {
dt: f32,
ctx: ^ui.Context,
keymap: map[string]Key,
mouse_drag_start: Maybe(Vec2),
tileset: Tex,
}
init_state :: proc() -> ^AppState {
tileset := rl.LoadImage("./Assets/Tileset/tileset.png")
defer rl.UnloadImage(tileset)
keymap := make(map[string]Key)
keymap["Left"] = .A
keymap["Right"] = .D
keymap["Up"] = .W
keymap["Down"] = .S
ctx := rlmui.InitUIScope()
state := AppState {
keymap = keymap,
tileset = rl.LoadTextureFromImage(tileset),
}
return new_clone(state)
}
user_input :: proc(s: ^AppState) {
if rl.IsMouseButtonPressed(rl.MouseButton.LEFT) {
s.mouse_drag_start = rl.GetMousePosition()
}
if rl.IsMouseButtonReleased(rl.MouseButton.LEFT) {
s.mouse_drag_start = nil
}
}
update :: proc(s: ^AppState) {
}
draw :: proc(s: ^AppState) {
w, h := f32(s.tileset.width), f32(s.tileset.height)
src := Rect{0, 0, w, h}
ratio := h / w
scale :f32 = 2.6
dst := Rect{5, 5, w * scale, h * scale}
rl.DrawTexturePro(s.tileset, src, dst, {0,0}, 0, rl.WHITE)
pixels :f32 = 8
color_lines := Color{255, 255, 255, 127}
padding :f32 = 5
for row in 0..=h / pixels {
start := Vec2{0, row * pixels * scale}
end := Vec2{w * scale, row * pixels * scale}
rl.DrawLineEx(start + padding, end + padding, 1, color_lines)
}
for col in 0..=w / pixels {
start := Vec2{col * pixels * scale, 0}
end := Vec2{col * pixels * scale, h * scale}
rl.DrawLineEx(start + padding, end + padding, 1, color_lines)
}
// Rectangular Mouse Selection
if mpos_start, ok := s.mouse_drag_start.(Vec2); ok {
mpos := rl.GetMousePosition()
start_x := min(mpos.x, mpos_start.x)
start_y := min(mpos.y, mpos_start.y)
w := abs(mpos.x - mpos_start.x)
h := abs(mpos.y - mpos_start.y)
rl.DrawRectangleLinesEx(Rect{start_x, start_y, w, h }, 4, rl.BLUE)
}
}
main :: proc() {
rl.SetTraceLogLevel(.ERROR)
rl.InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Level Editor")
rl.SetTargetFPS(60)
state := init_state()
defer free(state)
for !rl.WindowShouldClose() {
state.dt = rl.GetFrameTime()
user_input(state)
update(state)
rl.BeginDrawing()
rl.ClearBackground(rl.GRAY)
draw(state)
free_all(context.temp_allocator)
rl.EndDrawing()
}
rl.UnloadTexture(state.tileset)
rl.CloseWindow()
}