Files
PlanetFleet/mapEditorAppState.cpp
T

265 lines
8.7 KiB
C++

#include "mapEditorAppState.h"
#include "gameManager.h"
#include "stateManager.h"
#include "guiAppState.h"
#include "defConfigs.h"
#include "cameraController.h"
#include "player.h"
#include "map.h"
#include "mesh.h"
#include "util.h"
#include <box.h>
#include <node.h>
#include <quad.h>
#include <texture.h>
#include <assetManager.h>
#include <luaManager.h>
#include <listbox.h>
namespace battleship{
using namespace configData;
using namespace gameBase;
using namespace vb01;
using namespace vb01Gui;
using namespace std;
MapEditorAppState::MapEditor::MapEditor(string name, Vector2 size){
map = Map::getSingleton();
map->load(name, true);
map->addPlayer(new Player(0, 0, 0));
generatePlane(size);
prepareGui();
string basePath = GameManager::getSingleton()->getPath() + "Textures/";
prepareTextures(basePath + "Skyboxes/", true, skyTextures);
prepareTextures(basePath + "Landmass/", false, landmassTextures);
}
//TODO fix crash when using 100 side verts
void MapEditorAppState::MapEditor::generatePlane(Vector2 size){
int numSideVerts = 10, numIndices = 6 * (numSideVerts - 1) * (numSideVerts - 1);
MeshData::Vertex *vertices = new MeshData::Vertex[numSideVerts * numSideVerts];
u32 *indices = new u32[numIndices];
for(int i = 0; i < numSideVerts; i++){
for(int j = 0; j < numSideVerts; j++){
MeshData::Vertex vert;
float x = size.x * (2 * j - numSideVerts) / (2 * numSideVerts);
float z = size.y * (numSideVerts - 2 * i) / (2 * numSideVerts);
vert.pos = Vector3(x, 0, z);
vert.uv = Vector2((float)(j) / numSideVerts, (float)(i) / numSideVerts);
vert.tan = Vector3::VEC_I;
vert.biTan = Vector3::VEC_K;
vert.norm = vert.tan.cross(vert.biTan);
vertices[i * numSideVerts + j] = vert;
}
}
for(int i = 0; i < numSideVerts - 1; i++){
for(int j = 0; j < numSideVerts - 1; j++){
int id = (i * (numSideVerts - 1) + j) * 6;
indices[id] = i * numSideVerts + j;
indices[id + 1] = i * numSideVerts + j + 1;
indices[id + 2] = (i + 1) * numSideVerts + j + 1;
indices[id + 3] = (i + 1) * numSideVerts + j + 1;
indices[id + 4] = (i + 1) * numSideVerts + j;
indices[id + 5] = i * numSideVerts + j;
}
}
Root *root = Root::getSingleton();
Material *mat = new Material(root->getLibPath() + "texture");
mat->addBoolUniform("texturingEnabled", false);
mat->addBoolUniform("lightingEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(1, 0, 0, 1));
MeshData meshData(vertices, indices, numIndices / 3);
Mesh *mesh = new Mesh(meshData);
mesh->construct();
mesh->setMaterial(mat);
Node *node = new Node();
node->attachMesh(mesh);
root->getRootNode()->attachChild(node);
map->addTerrainObject(TerrainObject(Vector3(0, 0, 0), Vector3(size.x, 0, size.y), Vector3(14, 6, 14), TerrainObject::LANDMASS, node, 0, new Cell, new vb01::u32*));
}
void MapEditorAppState::MapEditor::prepareGui(){
GameManager *gm = GameManager::getSingleton();
StateManager *sm = gm->getStateManager();
GuiAppState *state = (GuiAppState*)sm->getAppStateByType((int)AppStateType::GUI_STATE);
string fontPath = gm->getPath() + "Fonts/batang.ttf";
Vector2 startPos = Vector2((float)gm->getWidth() / 16, (float)gm->getHeight() * .8);
Vector2 size = Vector2(140, 20), offset = Vector2(size.x + 10, 0);
int maxDisplay = 2;
vector<string> vehicles, structures;
LuaManager *lm = LuaManager::getSingleton();
int numUnits = lm->getInt("numUnits");
for(int i = 0; i < numUnits; i++){
bool vehicle = lm->getBoolFromTable("isVehicle", vector<Index>{Index(i + 1)});
string name = lm->getStringFromTable("name", vector<Index>{Index(i + 1)});
(vehicle ? vehicles : structures).push_back(name);
}
Listbox *vehicleListbox = new Listbox(startPos, size, vehicles, maxDisplay, fontPath);
state->addListbox(vehicleListbox);
Listbox *structuresListbox = new Listbox(startPos + offset, size, structures, (structures.size() > maxDisplay ? maxDisplay : structures.size()), fontPath);
state->addListbox(structuresListbox);
class SkyboxListbox : public Listbox{
public:
SkyboxListbox(Vector2 pos, Vector2 size, vector<string> lines, int maxDisplay, string fontPath) : Listbox(pos, size, lines, maxDisplay, fontPath){}
void onClose(){
Root *root = Root::getSingleton();
StateManager *sm = GameManager::getSingleton()->getStateManager();
MapEditor *mapEditor = ((MapEditorAppState*)sm->getAppStateByType((int)AppStateType::MAP_EDITOR))->getMapEditor();
Texture *skyTexture = mapEditor->getSkyTexture(selectedOption);
if(!root->getSkybox())
root->createSkybox(skyTexture);
else
root->getSkybox()->getMaterial()->setTexUniform("tex", skyTexture, true);
}
private:
};
vector<string> skyboxFolders = readDir(gm->getPath() + "Textures/Skyboxes", true);
SkyboxListbox *skyboxListbox = new SkyboxListbox(startPos + 2 * offset, size, skyboxFolders, (skyboxFolders.size() > maxDisplay ? maxDisplay : skyboxFolders.size()), fontPath);
state->addListbox(skyboxListbox);
class LandTexListbox : public Listbox{
public:
LandTexListbox(Vector2 pos, Vector2 size, vector<string> lines, int maxDisplay, string fontPath) : Listbox(pos, size, lines, maxDisplay, fontPath){}
void onClose(){
StateManager *sm = GameManager::getSingleton()->getStateManager();
MapEditor *mapEditor = ((MapEditorAppState*)sm->getAppStateByType((int)AppStateType::MAP_EDITOR))->getMapEditor();
Map *map = Map::getSingleton();
Material *mat = map->getTerrainObject(0).node->getMesh(0)->getMaterial();
Material::BoolUniform *texturingUniform = (Material::BoolUniform*)mat->getUniform("texturingEnabled");
Texture *landTex = mapEditor->getLandmassTexture(selectedOption);
string texUni = "textures[0]";
if(!texturingUniform->value){
texturingUniform->value = true;
mat->addTexUniform(texUni, landTex, false);
}
else
mat->setTexUniform(texUni, landTex, false);
}
private:
};
vector<string> landTextures = readDir(gm->getPath() + "Textures/Landmass", false);
LandTexListbox *landTexListbox = new LandTexListbox(startPos + 3 * offset, size, landTextures, (landTextures.size() > maxDisplay ? maxDisplay : landTextures.size()), fontPath);
state->addListbox(landTexListbox);
}
void MapEditorAppState::MapEditor::prepareTextures(string basePath, bool skybox, vector<Texture*> &textures){
AssetManager *assetManager = AssetManager::getSingleton();
assetManager->load(basePath, skybox);
vector<string> texturePaths;
for(int i = 0; i < assetManager->getNumAssets(); i++){
string assetPath = assetManager->getAsset(i)->path;
if(assetPath.length() >= basePath.length() && assetPath.substr(0, basePath.length()) == basePath)
texturePaths.push_back(assetPath);
}
if(skybox){
const int numTex = 6;
for(int i = 0; i < texturePaths.size() / numTex; i++){
string paths[]{
texturePaths[i * numTex],
texturePaths[i * numTex + 1],
texturePaths[i * numTex + 2],
texturePaths[i * numTex + 3],
texturePaths[i * numTex + 4],
texturePaths[i * numTex + 5],
};
textures.push_back(new Texture(paths, numTex, true));
}
}
else{
for(int i = 0; i < texturePaths.size(); i++){
string paths[]{texturePaths[i]};
textures.push_back(new Texture(paths, 1, false));
}
}
}
MapEditorAppState::MapEditorAppState(string name, Vector2 size) : AbstractAppState(
AppStateType::MAP_EDITOR,
configData::calcSumBinds(AppStateType::MAP_EDITOR, true),
configData::calcSumBinds(AppStateType::MAP_EDITOR, false),
GameManager::getSingleton()->getPath() + "Scripts/options.lua"){
mapName = name;
mapSize = size;
}
void MapEditorAppState::update(){
CameraController *camCtr = CameraController::getSingleton();
if(!camCtr->isLookingAround())
camCtr->updateCameraPosition();
}
void MapEditorAppState::onAttached(){
AbstractAppState::onAttached();
mapEditor = new MapEditor(mapName, mapSize);
}
void MapEditorAppState::onDettached(){}
void MapEditorAppState::onAction(int bind, bool isPressed){
switch((Bind)bind){
case Bind::LOOK_AROUND:
CameraController::getSingleton()->setLookingAround(isPressed);
break;
}
}
void MapEditorAppState::onAnalog(int bind, float strength){
CameraController *camCtr = CameraController::getSingleton();
switch((Bind)bind){
case Bind::LOOK_UP:
case Bind::LOOK_DOWN:
if(camCtr->isLookingAround()){
Vector3 dirProj = Root::getSingleton()->getCamera()->getDirection();
dirProj = Vector3(dirProj.x, 0, dirProj.z).norm();
CameraController::getSingleton()->orientCamera(Vector3(0, 1, 0).cross(dirProj), strength);
}
break;
case Bind::LOOK_LEFT:
case Bind::LOOK_RIGHT:
if(camCtr->isLookingAround())
camCtr->orientCamera(Vector3(0, 1, 0), strength);
break;
}
}
}