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Add fill bucket subtool

VED has a fill bucket subtool for tiles and backgrounds, which is
really useful when creating rooms. This commit adds a fill bucket as
well, with an adaptive tool highlight, unlike VED.
This commit is contained in:
AllyTally 2023-03-21 13:34:08 -03:00 committed by Misa Elizabeth Kai
parent 1de459d9b4
commit d328be2a03
2 changed files with 124 additions and 3 deletions

View file

@ -62,6 +62,7 @@ void editorclass::reset(void)
v_modifier = false;
h_modifier = false;
b_modifier = false;
f_modifier = false;
toolbox_open = false;
help_open = false;
shiftkey = false;
@ -920,6 +921,16 @@ static void draw_bounds(void)
}
}
static inline bool check_point(bool connected[SCREEN_HEIGHT_TILES][SCREEN_WIDTH_TILES], int x, int y)
{
if (x < 0 || x >= SCREEN_WIDTH_TILES || y < 0 || y >= SCREEN_HEIGHT_TILES)
{
return false;
}
return connected[y][x];
}
static void draw_cursor(void)
{
extern editorclass ed;
@ -942,7 +953,64 @@ static void draw_cursor(void)
case EditorTool_WALLS:
case EditorTool_BACKING:
// Modifiers!
if (ed.b_modifier) graphics.draw_rect(x, 0, 8, 240, blue); // Vertical
if (ed.f_modifier)
{
bool connected[SCREEN_HEIGHT_TILES][SCREEN_WIDTH_TILES];
SDL_zeroa(connected);
ed.get_tile_fill(ed.tilex, ed.tiley, cl.gettile(ed.levx, ed.levy, ed.tilex, ed.tiley), connected);
graphics.set_color(blue);
for (int i = 0; i < SCREEN_WIDTH_TILES * SCREEN_HEIGHT_TILES; i++)
{
const int x = i % SCREEN_WIDTH_TILES;
const int y = i / SCREEN_WIDTH_TILES;
if (!connected[y][x])
continue;
bool top_left = true;
bool top_right = true;
bool bottom_left = true;
bool bottom_right = true;
if (!check_point(connected, x - 1, y))
{
top_left = false;
bottom_left = false;
SDL_RenderDrawLine(gameScreen.m_renderer, x * 8, y * 8, x * 8, y * 8 + 7);
}
if (!check_point(connected, x + 1, y))
{
top_right = false;
bottom_right = false;
SDL_RenderDrawLine(gameScreen.m_renderer, x * 8 + 7, y * 8, x * 8 + 7, y * 8 + 7);
}
if (!check_point(connected, x, y - 1))
{
top_left = false;
top_right = false;
SDL_RenderDrawLine(gameScreen.m_renderer, x * 8, y * 8, x * 8 + 7, y * 8);
}
if (!check_point(connected, x, y + 1))
{
bottom_left = false;
bottom_right = false;
SDL_RenderDrawLine(gameScreen.m_renderer, x * 8, y * 8 + 7, x * 8 + 7, y * 8 + 7);
}
if (!check_point(connected, x - 1, y - 1) && top_left)
SDL_RenderDrawPoint(gameScreen.m_renderer, x * 8, y * 8);
if (!check_point(connected, x - 1, y + 1) && top_right)
SDL_RenderDrawPoint(gameScreen.m_renderer, x * 8, y * 8 + 7);
if (!check_point(connected, x + 1, y - 1) && bottom_left)
SDL_RenderDrawPoint(gameScreen.m_renderer, x * 8 + 7, y * 8);
if (!check_point(connected, x + 1, y + 1) && bottom_right)
SDL_RenderDrawPoint(gameScreen.m_renderer, x * 8 + 7, y * 8 + 7);
}
}
else if (ed.b_modifier) graphics.draw_rect(x, 0, 8, 240, blue); // Vertical
else if (ed.h_modifier) graphics.draw_rect(0, y, 320, 8, blue); // Horizontal
else if (ed.v_modifier) graphics.draw_rect(x - 32, y - 32, 24 + 48, 24 + 48, blue); // 9x9
else if (ed.c_modifier) graphics.draw_rect(x - 24, y - 24, 24 + 32, 24 + 32, blue); // 7x7
@ -1910,11 +1978,60 @@ static void set_tile_interpolated(const int x1, const int x2, const int y1, cons
}
}
void editorclass::get_tile_fill(int tilex, int tiley, int tile, bool connected[SCREEN_HEIGHT_TILES][SCREEN_WIDTH_TILES])
{
if (tilex < 0 || tilex >= SCREEN_WIDTH_TILES || tiley < 0 || tiley >= SCREEN_HEIGHT_TILES)
{
// It's out of bounds
return;
}
if (connected[tiley][tilex])
{
// We've already visited this tile
return;
}
if (cl.gettile(levx, levy, tilex, tiley) != tile)
{
// It's not the same tile
return;
}
// Yep, this is connected!
connected[tiley][tilex] = true;
// Check surrounding 4 tiles
get_tile_fill(tilex - 1, tiley, tile, connected);
get_tile_fill(tilex + 1, tiley, tile, connected);
get_tile_fill(tilex, tiley - 1, tile, connected);
get_tile_fill(tilex, tiley + 1, tile, connected);
}
void editorclass::handle_tile_placement(const int tile)
{
int range = 1;
if (b_modifier)
if (f_modifier)
{
bool connected[SCREEN_HEIGHT_TILES][SCREEN_WIDTH_TILES];
SDL_zeroa(connected);
get_tile_fill(tilex, tiley, cl.gettile(levx, levy, tilex, tiley), connected);
for (int i = 0; i < SCREEN_WIDTH_TILES * SCREEN_HEIGHT_TILES; i++)
{
const int x = i % SCREEN_WIDTH_TILES;
const int y = i / SCREEN_WIDTH_TILES;
if (connected[y][x])
{
set_tile(x, y, tile);
}
}
return;
}
else if (b_modifier)
{
// Vertical line
for (int i = 0; i < SCREEN_HEIGHT_TILES; i++)
@ -2646,6 +2763,7 @@ static void handle_draw_input()
game.mapheld = true;
}
ed.f_modifier = key.keymap[SDLK_f];
ed.h_modifier = key.keymap[SDLK_h];
ed.v_modifier = key.keymap[SDLK_v];
ed.b_modifier = key.keymap[SDLK_b];

View file

@ -3,6 +3,7 @@
#ifndef EDITOR_H
#define EDITOR_H
#include "Constants.h"
#include "CustomLevels.h"
#include <SDL.h>
@ -123,6 +124,8 @@ public:
void draw_tool(EditorTools tool, int x, int y);
void get_tile_fill(int tilex, int tiley, int tile, bool connected[SCREEN_HEIGHT_TILES][SCREEN_WIDTH_TILES]);
void handle_tile_placement(int tile);
void tool_remove();
@ -213,7 +216,7 @@ public:
int desc; // Which description row we're changing
int text_entity; // Entity ID for text prompt
};
bool x_modifier, z_modifier, c_modifier, v_modifier, b_modifier, h_modifier, toolbox_open;
bool x_modifier, z_modifier, c_modifier, v_modifier, b_modifier, h_modifier, f_modifier, toolbox_open;
int roomnamehide;
bool saveandquit;