source/code/puzzle_editor/PuzzleEditorState.cpp
browsing at commit = ee1c1ede34954655f86167b6b52640b4f3b6dd67
/*
===========================================================================
blockattack - Block Attack - Rise of the Blocks
Copyright (C) 2005-2025 Poul Sander
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see http://www.gnu.org/licenses/
Source information and contacts persons can be found at
https://blockattack.net
===========================================================================
*/
#include "PuzzleEditorState.hpp"
#include <unistd.h>
#include <fmt/core.h>
#include "imgui.h"
#include "imgui_internal.h"
#include "backends/imgui_impl_sdl2.h"
#include "backends/imgui_impl_sdlrenderer2.h"
#include "../sago/SagoMisc.hpp"
#include "../puzzlehandler.hpp"
void SetSinglePuzzleMode(int level);
PuzzleEditorState::PuzzleEditorState() {
this->window_resize = sago::SagoLogicalResize(BOARD_WIDTH+5, BOARD_HEIGHT+5);
}
bool PuzzleEditorState::IsActive() {
return isActive;
}
void PuzzleEditorState::ProcessInput(const SDL_Event& event, bool& processed) {
ImGui_ImplSDL2_ProcessEvent(&event);
if (event.type == SDL_KEYDOWN && !read_only) {
const Uint8* keystate = SDL_GetKeyboardState(nullptr);
const bool ctrl_held = keystate[SDL_SCANCODE_LCTRL] || keystate[SDL_SCANCODE_RCTRL];
if (ctrl_held && event.key.keysym.sym == SDLK_z) {
if (keystate[SDL_SCANCODE_LSHIFT] || keystate[SDL_SCANCODE_RSHIFT]) {
Redo();
} else {
Undo();
}
processed = true;
} else if (ctrl_held && event.key.keysym.sym == SDLK_y) {
Redo();
processed = true;
}
}
}
void PuzzleEditorState::Init() {
this->selected_file = "";
this->puzzle_files = sago::GetFileList("puzzles");
}
void PuzzleEditorState::SelectFile(const std::string& file) {
undo_file_stack[this->selected_file] = undo_stack;
redo_file_stack[this->selected_file] = redo_stack;
this->selected_file = file;
PuzzleSetName(file);
LoadPuzzleStages();
read_only = false;
undo_stack = undo_file_stack[this->selected_file];
redo_stack = redo_file_stack[this->selected_file];
if (file == "puzzle.levels") {
read_only = true;
}
}
static void LogicalToPhysical(const sago::SagoLogicalResize& resize, ImVec2& inout) {
const int inx = inout.x;
const int iny = inout.y;
int out_x = inout.x;
int out_y = inout.y;
resize.LogicalToPhysical(inx, iny, out_x, out_y);
inout.x = out_x;
inout.y = out_y;
}
static void ImGuiWritePartOfTexture(SDL_Texture* texture, int topx, int topy, int tex_w, int tex_h, int w, int h) {
const float sprite_w = tex_w;
const float sprite_h = tex_h;
const float top_x_f = topx;
const float top_y_f = topy;
const ImVec2 uv0 = ImVec2(top_x_f / tex_w, top_y_f / tex_h);
const ImVec2 uv1 = ImVec2((top_x_f + sprite_w) / tex_w, (top_y_f + sprite_h) / tex_h);
ImGui::Image((ImTextureID)(intptr_t)texture, ImVec2((float)w, (float)h), uv0, uv1);
}
static void DrawBrick(int brick, int x, int y, int width, int height) {
if (brick < 0 || brick > 6) {
return;
}
sago::SagoSprite& sprite = globalData.bricks[brick];
ImGui::SetCursorScreenPos({ static_cast<float>(x), static_cast<float>(y) });
ImGuiWritePartOfTexture(sprite.GetTextureHandler().get(), sprite.GetImageCord().x, sprite.GetImageCord().y, sprite.GetWidth(), sprite.GetHeight(), width, height);
}
/**
* Takes the brick pointed to and moves up all bricks above it to leave an empty space.
* If bricks are pushed out of the board then the disappear.
* @param level The level to edit
* @param x
* @param y
*/
static void BricksMoveUp(int level, int x, int y) {
for (int i = 11; i > y; i--) {
PuzzleSetBrick(level, x, i, PuzzleGetBrick(level, x, i-1));
}
PuzzleSetBrick(level, x, y, -1); //Clear the space we started
}
static void BricksMoveDown(int level, int x, int y) {
for (int i = 0; i < y; i++) {
PuzzleSetBrick(level, x, i, PuzzleGetBrick(level, x, i+1));
}
PuzzleSetBrick(level, x, y, -1); //Clear the space we started
}
static void BricksMoveColumnLeft(int level, int x) {
for (int i=0; i < x; i++) {
for (int j=0; j<12 ; j++) {
PuzzleSetBrick(level, i, j, PuzzleGetBrick(level, i+1, j));
}
}
for (int j=0; j<12 ; j++) {
PuzzleSetBrick(level, x, j, -1);
}
}
static void BricksMoveColumnRight(int level, int x) {
for (int i=5; i > x; i--) {
for (int j=0; j<12 ; j++) {
PuzzleSetBrick(level, i, j, PuzzleGetBrick(level, i-1, j));
}
}
for (int j=0; j<12 ; j++) {
PuzzleSetBrick(level, x, j, -1);
}
}
void PuzzleEditorState::SaveCurrentState() {
if (undo_stack.size() >= MAX_UNDO_STATES) {
std::vector<PuzzleState> temp;
for (size_t i = 0; i < MAX_UNDO_STATES - 1; ++i) {
temp.push_back(undo_stack.back());
undo_stack.pop_back();
}
undo_stack = std::vector<PuzzleState>();
while (temp.size()) {
undo_stack.push_back(temp.back());
temp.pop_back();
}
}
PuzzleState current_state;
current_state.puzzle_count = PuzzleGetNumberOfPuzzles();
current_state.current_puzzle = this->selected_puzzle;
current_state.moves_allowed.resize(current_state.puzzle_count);
for (int level = 0; level < current_state.puzzle_count; ++level) {
current_state.moves_allowed[level] = PuzzleNumberOfMovesAllowed(level);
for (int x = 0; x < 6; ++x) {
for (int y = 0; y < 12; ++y) {
current_state.puzzle_data[level][x][y] = PuzzleGetBrick(level, x, y);
}
}
}
undo_stack.push_back(current_state);
while (redo_stack.size()) {
redo_stack.pop_back();
}
}
void PuzzleEditorState::Undo() {
if (!CanUndo()) {
return;
}
PuzzleState current_state;
current_state.puzzle_count = PuzzleGetNumberOfPuzzles();
current_state.current_puzzle = this->selected_puzzle;
current_state.moves_allowed.resize(current_state.puzzle_count);
for (int level = 0; level < current_state.puzzle_count; ++level) {
current_state.moves_allowed[level] = PuzzleNumberOfMovesAllowed(level);
for (int x = 0; x < 6; ++x) {
for (int y = 0; y < 12; ++y) {
current_state.puzzle_data[level][x][y] = PuzzleGetBrick(level, x, y);
}
}
}
redo_stack.push_back(current_state);
PuzzleState previous_state = undo_stack.back();
undo_stack.pop_back();
EditorResizePuzzleNumber(previous_state.puzzle_count);
for (int level = 0; level < previous_state.puzzle_count; ++level) {
PuzzleNumberOfMovesAllowedSet(level, previous_state.moves_allowed[level]);
for (int x = 0; x < 6; ++x) {
for (int y = 0; y < 12; ++y) {
PuzzleSetBrick(level, x, y, previous_state.puzzle_data[level][x][y]);
}
}
}
this->selected_puzzle = previous_state.current_puzzle;
SavePuzzleStages();
}
void PuzzleEditorState::Redo() {
if (!CanRedo()) {
return;
}
PuzzleState current_state;
current_state.puzzle_count = PuzzleGetNumberOfPuzzles();
current_state.current_puzzle = this->selected_puzzle;
current_state.moves_allowed.resize(current_state.puzzle_count);
for (int level = 0; level < current_state.puzzle_count; ++level) {
current_state.moves_allowed[level] = PuzzleNumberOfMovesAllowed(level);
for (int x = 0; x < 6; ++x) {
for (int y = 0; y < 12; ++y) {
current_state.puzzle_data[level][x][y] = PuzzleGetBrick(level, x, y);
}
}
}
undo_stack.push_back(current_state);
PuzzleState next_state = redo_stack.back();
redo_stack.pop_back();
EditorResizePuzzleNumber(next_state.puzzle_count);
for (int level = 0; level < next_state.puzzle_count; ++level) {
PuzzleNumberOfMovesAllowedSet(level, next_state.moves_allowed[level]);
for (int x = 0; x < 6; ++x) {
for (int y = 0; y < 12; ++y) {
PuzzleSetBrick(level, x, y, next_state.puzzle_data[level][x][y]);
}
}
}
this->selected_puzzle = next_state.current_puzzle;
SavePuzzleStages();
}
bool PuzzleEditorState::CanUndo() const {
return undo_stack.size();
}
bool PuzzleEditorState::CanRedo() const {
return redo_stack.size();
}
void PuzzleEditorState::BrickClicked(int x, int y) {
if (read_only) {
return;
}
if (x < 0 || x >= 6) {
return;
}
if (y <0 || y >= 12) {
return;
}
SaveCurrentState();
if (selected_action >= 0 && selected_action < 7) {
PuzzleSetBrick(this->selected_puzzle, x, y, this->selected_action);
}
if (selected_action == selection_clear) {
PuzzleSetBrick(this->selected_puzzle, x, y, -1);
}
if (selected_action == selection_move_up) {
BricksMoveUp(this->selected_puzzle, x, y);
}
if (selected_action == selection_move_down) {
BricksMoveDown(this->selected_puzzle, x, y);
}
if (selected_action == selection_move_left) {
BricksMoveColumnLeft(this->selected_puzzle, x);
}
if (selected_action == selection_move_right) {
BricksMoveColumnRight(this->selected_puzzle, x);
}
SavePuzzleStages();
}
void PuzzleEditorState::Draw(SDL_Renderer* target) {
DrawBackground(target);
ImGui::Begin("Board area");
ImGui::BeginChild("Test");
ImVec2 p = ImGui::GetCursorScreenPos();
ImVec2 size = ImGui::GetContentRegionAvail();
const int x_offset = p.x;
const int y_offset = p.y;
constexpr int height = BOARD_HEIGHT;
constexpr int width = BOARD_WIDTH;
window_resize.SetPhysicalSize(size.x, size.y);
int brick_size = 50;
window_resize.LogicalToPhysical(&brick_size, nullptr);
brick_size -= window_resize.GetLeftMargin();
for (int i=0; i < 6; ++i) {
for (int j=0; j < 12; ++j) {
ImVec2 p1(i*50.0f, (11-j)*50.0f);
LogicalToPhysical(window_resize, p1);
p1.x += x_offset;
p1.y += y_offset;
const int brick = PuzzleGetBrick(this->selected_puzzle, i, j);
DrawBrick(brick, static_cast<int>(p1.x), static_cast<int>(p1.y), brick_size, brick_size);
}
}
for (int i=0; i <= 6;++i) {
ImVec2 p1(i*50.0f, 0);
ImVec2 p2(i*50.0f, height);
LogicalToPhysical(window_resize, p1);
LogicalToPhysical(window_resize, p2);
p1.x += x_offset;
p1.y += y_offset;
p2.x += x_offset;
p2.y += y_offset;
ImGui::GetWindowDrawList()->AddLine(p1, p2, IM_COL32(255, 0, 0, 100));
}
for (int i=0; i <= 12;++i) {
ImVec2 p1(0,i*50.0f);
ImVec2 p2(width, i*50.0f);
LogicalToPhysical(window_resize, p1);
LogicalToPhysical(window_resize, p2);
p1.x += x_offset;
p1.y += y_offset;
p2.x += x_offset;
p2.y += y_offset;
ImGui::GetWindowDrawList()->AddLine(p1, p2, IM_COL32(255, 0, 0, 100));
}
const ImGuiIO& io = ImGui::GetIO();
if (ImGui::IsMouseReleased(0) && io.MouseDownDurationPrev[0] < 0.3f && !ImGui::IsMouseDragPastThreshold(0)) {
ImVec2 pos = io.MousePos;
pos.x -= x_offset;
pos.y -= y_offset;
int logical_pos_x = 0;
int logical_pos_y = 0;
window_resize.PhysicalToLogical(pos.x, pos.y, logical_pos_x, logical_pos_y);
//std::cout << "Clicked at: " << pos.x << "," << pos.y << "\n";
//std::cout << "Logical Pos: " << logical_pos_x << "," << logical_pos_y << "\n";
const int board_x = logical_pos_x / 50;
const int board_y = 11-(logical_pos_y / 50);
if (board_x >=0 && board_x < 6 && board_y >= 0 && board_y < 12) {
std::cout << "Board Pos: " << board_x << "," << board_y << "\n";
BrickClicked(board_x, board_y);
}
}
ImGui::EndChild();
ImGui::End();
ImGui::Begin("File list", nullptr, ImGuiWindowFlags_NoCollapse);
for (const auto& file : this->puzzle_files) {
if (ImGui::Selectable(file.c_str(), this->selected_file == file)) {
SelectFile(file);
}
}
ImGui::End();
ImGui::Begin("Puzzles in file");
const int puzzle_count = PuzzleGetNumberOfPuzzles();
for (int i = 0; i < puzzle_count; ++i) {
if (ImGui::Selectable(std::to_string(i).c_str(), this->selected_puzzle == i)) {
this->selected_puzzle = i;
}
}
if (ImGui::Button("Add puzzle")) {
if (!read_only) {
SaveCurrentState();
EditorAddPuzzle(this->selected_puzzle);
SavePuzzleStages();
}
}
if (ImGui::Button("Remove puzzle")) {
if (!read_only) {
SaveCurrentState();
EditorRemovePuzzle(this->selected_puzzle);
SavePuzzleStages();
}
}
ImGui::End();
ImGui::Begin("Palette");
for (size_t i = 0; i < 7; ++i) {
if (ImGui::Selectable(fmt::format("##{}", i).c_str(), this->selected_action == static_cast<int>(i), 0, ImVec2(0,50))) {
this->selected_action = static_cast<int>(i);
}
ImGui::SameLine();
sago::SagoSprite& sprite = globalData.bricks[i];
ImGuiWritePartOfTexture(sprite.GetTextureHandler().get(), sprite.GetImageCord().x, sprite.GetImageCord().y, sprite.GetWidth(), sprite.GetHeight(), 50, 50);
}
if (ImGui::Selectable("Clear", this->selected_action == selection_clear)) {
this->selected_action = selection_clear;
}
if (ImGui::Selectable("Move Up", this->selected_action == selection_move_up)) {
this->selected_action = selection_move_up;
}
/*if (ImGui::Selectable("Move down", this->selected_action == selection_move_down)) {
this->selected_action = selection_move_down;
}
if (ImGui::Selectable("Move left", this->selected_action == selection_move_left)) {
this->selected_action = selection_move_left;
}
if (ImGui::Selectable("Move right", this->selected_action == selection_move_right)) {
this->selected_action = selection_move_right;
}*/
ImGui::Separator();
ImGui::LabelText("moves allowed", "%i", PuzzleNumberOfMovesAllowed(this->selected_puzzle));
if (ImGui::Button("+1 move")) {
if (!read_only) {
SaveCurrentState();
PuzzleNumberOfMovesAllowedSet(this->selected_puzzle, PuzzleNumberOfMovesAllowed(this->selected_puzzle)+1);
SavePuzzleStages();
}
}
if (ImGui::Button("-1 move")) {
if (!read_only) {
SaveCurrentState();
PuzzleNumberOfMovesAllowedSet(this->selected_puzzle, PuzzleNumberOfMovesAllowed(this->selected_puzzle)-1);
SavePuzzleStages();
}
}
ImGui::Separator();
if (read_only) {
ImGui::LabelText("Read Only", "");
} else {
const bool undo_available = CanUndo();
if (!undo_available) {
ImGui::BeginDisabled();
}
if (ImGui::Button("Undo (Ctrl+Z)")) {
Undo();
}
if (!undo_available) {
ImGui::EndDisabled();
}
ImGui::SameLine();
const bool redo_available = CanRedo();
if (!redo_available) {
ImGui::BeginDisabled();
}
if (ImGui::Button("Redo (Ctrl+Y)")) {
Redo();
}
if (!redo_available) {
ImGui::EndDisabled();
}
}
ImGui::Separator();
if (ImGui::Button("Play")) {
SetSinglePuzzleMode(this->selected_puzzle);
runGame(Gametype::Puzzle, this->selected_puzzle);
}
ImGui::End();
}
void PuzzleEditorState::Update() {
}