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Add interpolation to tile tools
This uses DDA (https://w.wiki/6RSQ) to draw a line between the previous frame's mouse position, and the current frame's mouse position. This means that there will no longer be gaps in lines of tiles if you move your mouse fast enough (which is actually rather slow, so it gets annoying quickly). The editor's timestep is no longer hardcoded to 24, as I assume that was only done so there would be less gaps in lines of tiles drawn. With interpolation, that is no longer an issue, so I've removed the editor's special case for the timestep.
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6cae666c76
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3 changed files with 37 additions and 8 deletions
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@ -81,6 +81,8 @@ void editorclass::reset(void)
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direct_mode_drawer = 0;
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entcol = 0;
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old_tilex = 0;
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old_tiley = 0;
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tilex = 0;
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tiley = 0;
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levx = 0;
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@ -1838,6 +1840,31 @@ int editorclass::get_entity_at(int xp, int yp)
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return -1;
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}
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static void set_tile_interpolated(const int x1, const int x2, const int y1, const int y2, const int tile)
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{
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extern editorclass ed;
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// draw a line between (x1, y1) and (x2, y2)
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const int dx = x2 - x1;
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const int dy = y2 - y1;
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const int steps = SDL_max(abs(dx), abs(dy));
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if (steps == 0)
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{
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ed.set_tile(x1, y1, tile);
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return;
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}
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for (int i = 0; i <= steps; i++)
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{
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const int x = x1 + (dx * i) / steps;
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const int y = y1 + (dy * i) / steps;
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ed.set_tile(x, y, tile);
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}
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}
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void editorclass::handle_tile_placement(const int tile)
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{
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@ -1848,7 +1875,7 @@ void editorclass::handle_tile_placement(const int tile)
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// Vertical line
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for (int i = 0; i < 30; i++)
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{
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set_tile(tilex, i, tile);
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set_tile_interpolated(old_tilex, tilex, i, i, tile);
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}
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return;
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}
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@ -1857,7 +1884,7 @@ void editorclass::handle_tile_placement(const int tile)
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// Horizontal line
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for (int i = 0; i < 40; i++)
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{
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set_tile(i, tiley, tile);
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set_tile_interpolated(i, i, old_tiley, tiley, tile);
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}
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return;
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}
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@ -1879,7 +1906,7 @@ void editorclass::handle_tile_placement(const int tile)
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}
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else
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{
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set_tile(tilex, tiley, tile);
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set_tile_interpolated(old_tilex, tilex, old_tiley, tiley, tile);
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return;
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}
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@ -1887,7 +1914,7 @@ void editorclass::handle_tile_placement(const int tile)
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{
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for (int j = -range; j <= range; j++)
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{
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set_tile(tilex + i, tiley + j, tile);
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set_tile_interpolated(old_tilex + i, tilex + i, old_tiley + j, tiley + j, tile);
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}
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}
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}
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@ -1901,7 +1928,7 @@ void editorclass::tool_remove()
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handle_tile_placement(0);
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break;
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case EditorTool_SPIKES:
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set_tile(tilex, tiley, 0);
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set_tile_interpolated(old_tilex, tilex, old_tiley, tiley, 0);
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break;
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default:
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break;
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@ -2015,7 +2042,7 @@ void editorclass::tool_place()
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break;
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}
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case EditorTool_SPIKES:
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set_tile(tilex, tiley, 8);
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set_tile_interpolated(old_tilex, tilex, old_tiley, tiley, 8);
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break;
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case EditorTool_TRINKETS:
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if (cl.numtrinkets() < 100)
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@ -2624,6 +2651,9 @@ void editorinput(void)
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return;
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}
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ed.old_tilex = ed.tilex;
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ed.old_tiley = ed.tiley;
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ed.tilex = (key.mx - (key.mx % 8)) / 8;
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ed.tiley = (key.my - (key.my % 8)) / 8;
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@ -195,6 +195,7 @@ public:
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std::string filename;
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std::string loaded_filepath;
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int old_tilex, old_tiley;
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int tilex, tiley;
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int keydelay, lclickdelay;
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bool savekey, loadkey;
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@ -7365,8 +7365,6 @@ int Game::get_timestep(void)
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{
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switch (gamestate)
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{
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case EDITORMODE:
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return 24;
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case GAMEMODE:
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return get_framerate(slowdown);
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default:
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