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stb_tilemap_editor.h
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stb_tilemap_editor.h
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// stb_tilemap_editor.h - v0.38 - Sean Barrett - http://nothings.org/stb
// placed in the public domain - not copyrighted - first released 2014-09
//
// Embeddable tilemap editor for C/C++
//
//
// TABLE OF CONTENTS
// FAQ
// How to compile/use the library
// Additional configuration macros
// API documentation
// Info on editing multiple levels
// Revision history
// Todo
// Credits
// License
//
//
// FAQ
//
// Q: What counts as a tilemap for this library?
//
// A: An array of rectangles, where each rectangle contains a small
// stack of images.
//
// Q: What are the limitations?
//
// A: Maps are limited to 4096x4096 in dimension.
// Each map square can only contain a stack of at most 32 images.
// A map can only use up to 32768 distinct image tiles.
//
// Q: How do I compile this?
//
// A: You need to #define several symbols before #including it, but only
// in one file. This will cause all the function definitions to be
// generated in that file. See the "HOW TO COMPILE" section.
//
// Q: What advantages does this have over a standalone editor?
//
// A: For one, you can integrate the editor into your game so you can
// flip between editing and testing without even switching windows.
// For another, you don't need an XML parser to get at the map data.
//
// Q: Can I live-edit my game maps?
//
// A: Not really, the editor keeps its own map representation.
//
// Q: How do I save and load maps?
//
// A: You have to do this yourself. The editor provides serialization
// functions (get & set) for reading and writing the map it holds.
// You can choose whatever format you want to store the map to on
// disk; you just need to provide functions to convert. (For example,
// I actually store the editor's map representation to disk basically
// as-is; then I have a single function that converts from the editor
// map representation to the game representation, which is used both
// to go from editor-to-game and from loaded-map-to-game.)
//
// Q: I want to have tiles change appearance based on what's
// adjacent, or other tile-display/substitution trickiness.
//
// A: You can do this when you convert from the editor's map
// representation to the game representation, but there's
// no way to show this live in the editor.
//
// Q: The editor appears to be put map location (0,0) at the top left?
// I want to use a different coordinate system in my game (e.g. y
// increasing upwards, or origin at the center).
//
// A: You can do this when you convert from the editor's map
// representation to the game representation. (Don't forget to
// translate link coordinates as well!)
//
// Q: The editor appears to put pixel (0,0) at the top left? I want
// to use a different coordinate system in my game.
//
// A: The editor defines an "editor pixel coordinate system" with
// (0,0) at the top left and requires you to display things in
// that coordinate system. You can freely remap those coordinates
// to anything you want on screen.
//
// Q: How do I scale the user interface?
//
// A: Since you do all the rendering, you can scale up all the rendering
// calls that the library makes to you. If you do, (a) you need
// to also scale up the mouse coordinates, and (b) you may want
// to scale the map display back down so that you're only scaling
// the UI and not everything. See the next question.
//
// Q: How do I scale the map display?
//
// A: Use stbte_set_spacing() to change the size that the map is displayed
// at. Note that the "callbacks" to draw tiles are used for both drawing
// the map and drawing the tile palette, so that callback may need to
// draw at two different scales. You should choose the scales to match
// You can tell them apart because the
// tile palette gets NULL for the property pointer.
//
// Q: How does object editing work?
//
// A: One way to think of this is that in the editor, you're placing
// spawners, not objects. Each spawner must be tile-aligned, because
// it's only a tile editor. Each tile (stack of layers) gets
// an associated set of properties, and it's up to you to
// determine what properties should appear for a given tile,
// based on e.g. the spawners that are in it.
//
// Q: How are properties themselves handled?
//
// A: All properties, regardless of UI behavior, are internally floats.
// Each tile has an array of floats associated with it, which is
// passed back to you when drawing the tiles so you can draw
// objects appropriately modified by the properties.
//
// Q: What if I want to have two different objects/spawners in
// one tile, both of which have their own properties?
//
// A: Make sure STBTE_MAX_PROPERTIES is large enough for the sum of
// properties in both objects, and then you have to explicitly
// map the property slot #s to the appropriate objects. They'll
// still all appear in a single property panel; there's no way
// to get multiple panels.
//
// Q: Can I do one-to-many linking?
//
// A: The library only supports one link per tile. However, you
// can have multiple tiles all link to a single tile. So, you
// can fake one-to-many linking by linking in the reverse
// direction.
//
// Q: What if I have two objects in the same tile, and they each
// need an independent link? Or I have two kinds of link associated
// with a single object?
//
// A: There is no way to do this. (Unless you can reverse one link.)
//
// Q: How does cut & paste interact with object properties & links?
//
// A: Currently the library has no idea which properties or links
// are associated with which layers of a tile. So currently, the
// library will only copy properties & links if the layer panel
// is set to allow all layers to be copied, OR if you set the
// "props" in the layer panel to "always". Similarly, you can
// set "props" to "none" so it will never copy.
//
// Q: What happens if the library gets a memory allocation failure
// while I'm editing? Will I lose my work?
//
// A: The library allocates all editor memory when you create
// the tilemap. It allocates a maximally-sized map and a
// fixed-size undo buffer (and the fixed-size copy buffer
// is static), and never allocates memory while it's running.
// So it can't fail due to running out of memory.
//
// Q: What happens if the library crashes while I'm editing? Will
// I lose my work?
//
// A: Yes. Save often.
//
//
// HOW TO COMPILE
//
// This header file contains both the header file and the
// implementation file in one. To create the implementation,
// in one source file define a few symbols first and then
// include this header:
//
// #define STB_TILEMAP_EDITOR_IMPLEMENTATION
// // this triggers the implementation
//
// void STBTE_DRAW_RECT(int x0, int y0, int x1, int y1, uint color);
// // this must draw a filled rectangle (exclusive on right/bottom)
// // color = (r<<16)|(g<<8)|(b)
//
// void STBTE_DRAW_TILE(int x0, int y0,
// unsigned short id, int highlight, float *data);
// // this draws the tile image identified by 'id' in one of several
// // highlight modes (see STBTE_drawmode_* in the header section);
// // if 'data' is NULL, it's drawing the tile in the palette; if 'data'
// // is not NULL, it's drawing a tile on the map, and that is the data
// // associated with that map tile
//
// #include "stb_tilemap_editor.h"
//
// Optionally you can define the following functions before the include;
// note these must be macros (but they can just call a function) so
// this library can #ifdef to detect if you've defined them:
//
// #define STBTE_PROP_TYPE(int n, short *tiledata, float *params) ...
// // Returns the type of the n'th property of a given tile, which
// // controls how it is edited. Legal types are:
// // 0 /* no editable property in this slot */
// // STBTE_PROP_int /* uses a slider to adjust value */
// // STBTE_PROP_float /* uses a weird multi-axis control */
// // STBTE_PROP_bool /* uses a checkbox to change value */
// // And you can bitwise-OR in the following flags:
// // STBTE_PROP_disabled
// // Note that all of these are stored as floats in the param array.
// // The integer slider is limited in precision based on the space
// // available on screen, so for wide-ranged integers you may want
// // to use floats instead.
// //
// // Since the tiledata is passed to you, you can choose which property
// // is bound to that slot based on that data.
// //
// // Changing the type of a parameter does not cause the underlying
// // value to be clamped to the type min/max except when the tile is
// // explicitly selected.
//
// #define STBTE_PROP_NAME(int n, short *tiledata, float *params) ...
// // these return a string with the name for slot #n in the float
// // property list for the tile.
//
// #define STBTE_PROP_MIN(int n, short *tiledata) ...your code here...
// #define STBTE_PROP_MAX(int n, short *tiledata) ...your code here...
// // These return the allowable range for the property values for
// // the specified slot. It is never called for boolean types.
//
// #define STBTE_PROP_FLOAT_SCALE(int n, short *tiledata, float *params)
// // This rescales the float control for a given property; by default
// // left mouse drags add integers, right mouse drags adds fractions,
// // but you can rescale this per-property.
//
// #define STBTE_FLOAT_CONTROL_GRANULARITY ... value ...
// // This returns the number of pixels of mouse motion necessary
// // to advance the object float control. Default is 4
//
// #define STBTE_ALLOW_LINK(short *src, float *src_data, \
// short *dest, float *dest_data) ...your code...
// // this returns true or false depending on whether you allow a link
// // to be drawn from a tile 'src' to a tile 'dest'. if you don't
// // define this, linking will not be supported
//
// #define STBTE_LINK_COLOR(short *src, float *src_data, \
// short *dest, float *dest_data) ...your code...
// // return a color encoded as a 24-bit unsigned integer in the
// // form 0xRRGGBB. If you don't define this, default colors will
// // be used.
//
//
// [[ support for those below is not implemented yet ]]
//
// #define STBTE_HITTEST_TILE(x0,y0,id,mx,my) ...your code here...
// // this returns true or false depending on whether the mouse
// // pointer at mx,my is over (touching) a tile of type 'id'
// // displayed at x0,y0. Normally stb_tilemap_editor just does
// // this hittest based on the tile geometry, but if you have
// // tiles whose images extend out of the tile, you'll need this.
//
// ADDITIONAL CONFIGURATION
//
// The following symbols set static limits which determine how much
// memory will be allocated for the editor. You can override them
// by making similiar definitions, but memory usage will increase.
//
// #define STBTE_MAX_TILEMAP_X 200 // max 4096
// #define STBTE_MAX_TILEMAP_Y 200 // max 4096
// #define STBTE_MAX_LAYERS 8 // max 32
// #define STBTE_MAX_CATEGORIES 100
// #define STBTE_UNDO_BUFFER_BYTES (1 << 24) // 16 MB
// #define STBTE_MAX_COPY 90000 // e.g. 300x300
// #define STBTE_MAX_PROPERTIES 10 // max properties per tile
//
// API
//
// Further documentation appears in the header-file section below.
//
// EDITING MULTIPLE LEVELS
//
// You can only have one active editor instance. To switch between multiple
// levels, you can either store the levels in your own format and copy them
// in and out of the editor format, or you can create multiple stbte_tilemap
// objects and switch between them. The latter has the advantage that each
// stbte_tilemap keeps its own undo state. (The clipboard is global, so
// either approach allows cut&pasting between levels.)
//
// REVISION HISTORY
// 0.38 fix warning
// 0.37 fix warning
// 0.36 minor compiler support
// 0.35 layername button changes
// - layername buttons grow with the layer panel
// - fix stbte_create_map being declared as stbte_create
// - fix declaration of stbte_create_map
// 0.30 properties release
// - properties panel for editing user-defined "object" properties
// - can link each tile to one other tile
// - keyboard interface
// - fix eraser tool bug (worked in complex cases, failed in simple)
// - undo/redo tools have visible disabled state
// - tiles on higher layers draw on top of adjacent lower-layer tiles
// 0.20 erasable release
// - eraser tool
// - fix bug when pasting into protected layer
// - better color scheme
// - internal-use color picker
// 0.10 initial release
//
// TODO
//
// Separate scroll state for each category
// Implement paint bucket
// Support STBTE_HITTEST_TILE above
// ?Cancel drags by clicking other button? - may be fixed
// Finish support for toolbar at side
//
// CREDITS
//
//
// Main editor & features
// Sean Barrett
// Additional features:
// Josh Huelsman
// Bugfixes:
// Ryan Whitworth
// Eugene Opalev
//
// LICENSE
//
// See end of file for license information.
///////////////////////////////////////////////////////////////////////
//
// HEADER SECTION
#ifndef STB_TILEMAP_INCLUDE_STB_TILEMAP_EDITOR_H
#define STB_TILEMAP_INCLUDE_STB_TILEMAP_EDITOR_H
#ifdef _WIN32
#ifndef _CRT_SECURE_NO_WARNINGS
#define _CRT_SECURE_NO_WARNINGS
#endif
#include <stdlib.h>
#include <stdio.h>
#endif
typedef struct stbte_tilemap stbte_tilemap;
// these are the drawmodes used in STBTE_DRAW_TILE
enum
{
STBTE_drawmode_deemphasize = -1,
STBTE_drawmode_normal = 0,
STBTE_drawmode_emphasize = 1,
};
// these are the property types
#define STBTE_PROP_none 0
#define STBTE_PROP_int 1
#define STBTE_PROP_float 2
#define STBTE_PROP_bool 3
#define STBTE_PROP_disabled 4
////////
//
// creation
//
extern stbte_tilemap *stbte_create_map(int map_x, int map_y, int map_layers, int spacing_x, int spacing_y, int max_tiles);
// create an editable tilemap
// map_x : dimensions of map horizontally (user can change this in editor), <= STBTE_MAX_TILEMAP_X
// map_y : dimensions of map vertically (user can change this in editor) <= STBTE_MAX_TILEMAP_Y
// map_layers : number of layers to use (fixed), <= STBTE_MAX_LAYERS
// spacing_x : initial horizontal distance between left edges of map tiles in stb_tilemap_editor pixels
// spacing_y : initial vertical distance between top edges of map tiles in stb_tilemap_editor pixels
// max_tiles : maximum number of tiles that can defined
//
// If insufficient memory, returns NULL
extern void stbte_define_tile(stbte_tilemap *tm, unsigned short id, unsigned int layermask, const char * category);
// call this repeatedly for each tile to install the tile definitions into the editable tilemap
// tm : tilemap created by stbte_create_map
// id : unique identifier for each tile, 0 <= id < 32768
// layermask : bitmask of which layers tile is allowed on: 1 = layer 0, 255 = layers 0..7
// (note that onscreen, the editor numbers the layers from 1 not 0)
// layer 0 is the furthest back, layer 1 is just in front of layer 0, etc
// category : which category this tile is grouped in
extern void stbte_set_display(int x0, int y0, int x1, int y1);
// call this once to set the size; if you resize, call it again
/////////
//
// every frame
//
extern void stbte_draw(stbte_tilemap *tm);
extern void stbte_tick(stbte_tilemap *tm, float time_in_seconds_since_last_frame);
////////////
//
// user input
//
// if you're using SDL, call the next function for SDL_MOUSEMOVE, SDL_MOUSEBUTTON, SDL_MOUSEWHEEL;
// the transformation lets you scale from SDL mouse coords to stb_tilemap_editor coords
extern void stbte_mouse_sdl(stbte_tilemap *tm, const void *sdl_event, float xscale, float yscale, int xoffset, int yoffset);
// otherwise, hook these up explicitly:
extern void stbte_mouse_move(stbte_tilemap *tm, int x, int y, int shifted, int scrollkey);
extern void stbte_mouse_button(stbte_tilemap *tm, int x, int y, int right, int down, int shifted, int scrollkey);
extern void stbte_mouse_wheel(stbte_tilemap *tm, int x, int y, int vscroll);
// for keyboard, define your own mapping from keys to the following actions.
// this is totally optional, as all features are accessible with the mouse
enum stbte_action
{
STBTE_tool_select,
STBTE_tool_brush,
STBTE_tool_erase,
STBTE_tool_rectangle,
STBTE_tool_eyedropper,
STBTE_tool_link,
STBTE_act_toggle_grid,
STBTE_act_toggle_links,
STBTE_act_undo,
STBTE_act_redo,
STBTE_act_cut,
STBTE_act_copy,
STBTE_act_paste,
STBTE_scroll_left,
STBTE_scroll_right,
STBTE_scroll_up,
STBTE_scroll_down,
};
extern void stbte_action(stbte_tilemap *tm, enum stbte_action act);
////////////////
//
// save/load
//
// There is no editor file format. You have to save and load the data yourself
// through the following functions. You can also use these functions to get the
// data to generate game-formatted levels directly. (But make sure you save
// first! You may also want to autosave to a temp file periodically, etc etc.)
#define STBTE_EMPTY -1
extern void stbte_get_dimensions(stbte_tilemap *tm, int *max_x, int *max_y);
// get the dimensions of the level, since the user can change them
extern short* stbte_get_tile(stbte_tilemap *tm, int x, int y);
// returns an array of shorts that is 'map_layers' in length. each short is
// either one of the tile_id values from define_tile, or STBTE_EMPTY.
extern float *stbte_get_properties(stbte_tilemap *tm, int x, int y);
// get the property array associated with the tile at x,y. this is an
// array of floats that is STBTE_MAX_PROPERTIES in length; you have to
// interpret the slots according to the semantics you've chosen
extern void stbte_get_link(stbte_tilemap *tm, int x, int y, int *destx, int *desty);
// gets the link associated with the tile at x,y.
extern void stbte_set_dimensions(stbte_tilemap *tm, int max_x, int max_y);
// set the dimensions of the level, overrides previous stbte_create_map()
// values or anything the user has changed
extern void stbte_clear_map(stbte_tilemap *tm);
// clears the map, including the region outside the defined region, so if the
// user expands the map, they won't see garbage there
extern void stbte_set_tile(stbte_tilemap *tm, int x, int y, int layer, signed short tile);
// tile is your tile_id from define_tile, or STBTE_EMPTY
extern void stbte_set_property(stbte_tilemap *tm, int x, int y, int n, float val);
// set the value of the n'th slot of the tile at x,y
extern void stbte_set_link(stbte_tilemap *tm, int x, int y, int destx, int desty);
// set a link going from x,y to destx,desty. to force no link,
// use destx=desty=-1
////////
//
// optional
//
extern void stbte_set_background_tile(stbte_tilemap *tm, short id);
// selects the tile to fill the bottom layer with and used to clear bottom tiles to;
// should be same ID as
extern void stbte_set_sidewidths(int left, int right);
// call this once to set the left & right side widths. don't call
// it again since the user can change it
extern void stbte_set_spacing(stbte_tilemap *tm, int spacing_x, int spacing_y, int palette_spacing_x, int palette_spacing_y);
// call this to set the spacing of map tiles and the spacing of palette tiles.
// if you rescale your display, call it again (e.g. you can implement map zooming yourself)
extern void stbte_set_layername(stbte_tilemap *tm, int layer, const char *layername);
// sets a string name for your layer that shows in the layer selector. note that this
// makes the layer selector wider. 'layer' is from 0..(map_layers-1)
#endif
#ifdef STB_TILEMAP_EDITOR_IMPLEMENTATION
#ifndef STBTE_ASSERT
#define STBTE_ASSERT assert
#include <assert.h>
#endif
#ifdef _MSC_VER
#define STBTE__NOTUSED(v) (void)(v)
#else
#define STBTE__NOTUSED(v) (void)sizeof(v)
#endif
#ifndef STBTE_MAX_TILEMAP_X
#define STBTE_MAX_TILEMAP_X 200
#endif
#ifndef STBTE_MAX_TILEMAP_Y
#define STBTE_MAX_TILEMAP_Y 200
#endif
#ifndef STBTE_MAX_LAYERS
#define STBTE_MAX_LAYERS 8
#endif
#ifndef STBTE_MAX_CATEGORIES
#define STBTE_MAX_CATEGORIES 100
#endif
#ifndef STBTE_MAX_COPY
#define STBTE_MAX_COPY 65536
#endif
#ifndef STBTE_UNDO_BUFFER_BYTES
#define STBTE_UNDO_BUFFER_BYTES (1 << 24) // 16 MB
#endif
#ifndef STBTE_PROP_TYPE
#define STBTE__NO_PROPS
#define STBTE_PROP_TYPE(n,td,tp) 0
#endif
#ifndef STBTE_PROP_NAME
#define STBTE_PROP_NAME(n,td,tp) ""
#endif
#ifndef STBTE_MAX_PROPERTIES
#define STBTE_MAX_PROPERTIES 10
#endif
#ifndef STBTE_PROP_MIN
#define STBTE_PROP_MIN(n,td,tp) 0
#endif
#ifndef STBTE_PROP_MAX
#define STBTE_PROP_MAX(n,td,tp) 100.0
#endif
#ifndef STBTE_PROP_FLOAT_SCALE
#define STBTE_PROP_FLOAT_SCALE(n,td,tp) 1 // default scale size
#endif
#ifndef STBTE_FLOAT_CONTROL_GRANULARITY
#define STBTE_FLOAT_CONTROL_GRANULARITY 4
#endif
#define STBTE__UNDO_BUFFER_COUNT (STBTE_UNDO_BUFFER_BYTES>>1)
#if STBTE_MAX_TILEMAP_X > 4096 || STBTE_MAX_TILEMAP_Y > 4096
#error "Maximum editable map size is 4096 x 4096"
#endif
#if STBTE_MAX_LAYERS > 32
#error "Maximum layers allowed is 32"
#endif
#if STBTE_UNDO_BUFFER_COUNT & (STBTE_UNDO_BUFFER_COUNT-1)
#error "Undo buffer size must be a power of 2"
#endif
#if STBTE_MAX_PROPERTIES == 0
#define STBTE__NO_PROPS
#endif
#ifdef STBTE__NO_PROPS
#undef STBTE_MAX_PROPERTIES
#define STBTE_MAX_PROPERTIES 1 // so we can declare arrays
#endif
typedef struct
{
short x,y;
} stbte__link;
enum
{
STBTE__base,
STBTE__outline,
STBTE__text,
STBTE__num_color_aspects,
};
enum
{
STBTE__idle,
STBTE__over,
STBTE__down,
STBTE__over_down,
STBTE__selected,
STBTE__selected_over,
STBTE__disabled,
STBTE__num_color_states,
};
enum
{
STBTE__cexpander,
STBTE__ctoolbar,
STBTE__ctoolbar_button,
STBTE__cpanel,
STBTE__cpanel_sider,
STBTE__cpanel_sizer,
STBTE__cscrollbar,
STBTE__cmapsize,
STBTE__clayer_button,
STBTE__clayer_hide,
STBTE__clayer_lock,
STBTE__clayer_solo,
STBTE__ccategory_button,
STBTE__num_color_modes,
};
#ifdef STBTE__COLORPICKER
static char *stbte__color_names[] =
{
"expander", "toolbar", "tool button", "panel",
"panel c1", "panel c2", "scollbar", "map button",
"layer", "hide", "lock", "solo",
"category",
};
#endif // STBTE__COLORPICKER
// idle, over, down, over&down, selected, sel&over, disabled
static int stbte__color_table[STBTE__num_color_modes][STBTE__num_color_aspects][STBTE__num_color_states] =
{
{
{ 0x000000, 0x84987c, 0xdcdca8, 0xdcdca8, 0x40c040, 0x60d060, 0x505050, },
{ 0xa4b090, 0xe0ec80, 0xffffc0, 0xffffc0, 0x80ff80, 0x80ff80, 0x606060, },
{ 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0x909090, },
}, {
{ 0x808890, 0x606060, 0x606060, 0x606060, 0x606060, 0x606060, 0x606060, },
{ 0x605860, 0x606060, 0x606060, 0x606060, 0x606060, 0x606060, 0x606060, },
{ 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, 0x000000, },
}, {
{ 0x3c5068, 0x7088a8, 0x647488, 0x94b4dc, 0x8890c4, 0x9caccc, 0x404040, },
{ 0x889cb8, 0x889cb8, 0x889cb8, 0x889cb8, 0x84c4e8, 0xacc8ff, 0x0c0c08, },
{ 0xbcc4cc, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0x707074, },
}, {
{ 0x403848, 0x403010, 0x403010, 0x403010, 0x403010, 0x403010, 0x303024, },
{ 0x68546c, 0xc08040, 0xc08040, 0xc08040, 0xc08040, 0xc08040, 0x605030, },
{ 0xf4e4ff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0x909090, },
}, {
{ 0xb4b04c, 0xacac60, 0xc0ffc0, 0xc0ffc0, 0x40c040, 0x60d060, 0x505050, },
{ 0xa0a04c, 0xd0d04c, 0xffff80, 0xffff80, 0x80ff80, 0x80ff80, 0x606060, },
{ 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0x909090, },
}, {
{ 0x40c440, 0x60d060, 0xc0ffc0, 0xc0ffc0, 0x40c040, 0x60d060, 0x505050, },
{ 0x40c040, 0x80ff80, 0x80ff80, 0x80ff80, 0x80ff80, 0x80ff80, 0x606060, },
{ 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0x909090, },
}, {
{ 0x9090ac, 0xa0a0b8, 0xbcb8cc, 0xbcb8cc, 0x909040, 0x909040, 0x909040, },
{ 0xa0a0b8, 0xb0b4d0, 0xa0a0b8, 0xa0a0b8, 0xa0a050, 0xa0a050, 0xa0a050, },
{ 0x808088, 0x808030, 0x808030, 0x808030, 0x808030, 0x808030, 0x808030, },
}, {
{ 0x704c70, 0x885c8c, 0x9c68a4, 0xb870bc, 0xb490bc, 0xb490bc, 0x302828, },
{ 0x646064, 0xcca8d4, 0xc060c0, 0xa07898, 0xe0b8e0, 0xe0b8e0, 0x403838, },
{ 0xdccce4, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0x909090, },
}, {
{ 0x704c70, 0x885c8c, 0x9c68a4, 0xb870bc, 0xb490bc, 0xb490bc, 0x302828, },
{ 0xb09cb4, 0xcca8d4, 0xc060c0, 0xa07898, 0xe0b8e0, 0xe0b8e0, 0x403838, },
{ 0xdccce4, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0xffffff, 0x909090, },
}, {
{ 0x646494, 0x888cb8, 0xb0b0b0, 0xb0b0cc, 0x9c9cf4, 0x8888b0, 0x50506c, },
{ 0x9090a4, 0xb0b4d4, 0xb0b0dc, 0xb0b0cc, 0xd0d0fc, 0xd0d4f0, 0x606060, },
{ 0xb4b4d4, 0xe4e4ff, 0xffffff, 0xffffff, 0xe0e4ff, 0xececff, 0x909090, },
}, {
{ 0x646444, 0x888c64, 0xb0b0b0, 0xb0b088, 0xaca858, 0x88886c, 0x505050, },
{ 0x88886c, 0xb0b490, 0xb0b0b0, 0xb0b088, 0xd8d898, 0xd0d4b0, 0x606060, },
{ 0xb4b49c, 0xffffd8, 0xffffff, 0xffffd4, 0xffffdc, 0xffffcc, 0x909090, },
}, {
{ 0x906464, 0xb48c8c, 0xd4b0b0, 0xdcb0b0, 0xff9c9c, 0xc88888, 0x505050, },
{ 0xb47c80, 0xd4b4b8, 0xc4a8a8, 0xdcb0b0, 0xffc0c0, 0xfce8ec, 0x606060, },
{ 0xe0b4b4, 0xffdcd8, 0xffd8d4, 0xffe0e4, 0xffece8, 0xffffff, 0x909090, },
}, {
{ 0x403848, 0x403848, 0x403848, 0x886894, 0x7c80c8, 0x7c80c8, 0x302828, },
{ 0x403848, 0x403848, 0x403848, 0x403848, 0x7c80c8, 0x7c80c8, 0x403838, },
{ 0xc8c4c8, 0xffffff, 0xffffff, 0xffffff, 0xe8e8ec, 0xffffff, 0x909090, },
},
};
#define STBTE_COLOR_TILEMAP_BACKGROUND 0x000000
#define STBTE_COLOR_TILEMAP_BORDER 0x203060
#define STBTE_COLOR_TILEMAP_HIGHLIGHT 0xffffff
#define STBTE_COLOR_GRID 0x404040
#define STBTE_COLOR_SELECTION_OUTLINE1 0xdfdfdf
#define STBTE_COLOR_SELECTION_OUTLINE2 0x303030
#define STBTE_COLOR_TILEPALETTE_OUTLINE 0xffffff
#define STBTE_COLOR_TILEPALETTE_BACKGROUND 0x000000
#ifndef STBTE_LINK_COLOR
#define STBTE_LINK_COLOR(src,sp,dest,dp) 0x5030ff
#endif
#ifndef STBTE_LINK_COLOR_DRAWING
#define STBTE_LINK_COLOR_DRAWING 0xff40ff
#endif
#ifndef STBTE_LINK_COLOR_DISALLOWED
#define STBTE_LINK_COLOR_DISALLOWED 0x602060
#endif
// disabled, selected, down, over
static unsigned char stbte__state_to_index[2][2][2][2] =
{
{
{ { STBTE__idle , STBTE__over }, { STBTE__down , STBTE__over_down }, },
{ { STBTE__selected, STBTE__selected_over }, { STBTE__down , STBTE__over_down }, },
},{
{ { STBTE__disabled, STBTE__disabled }, { STBTE__disabled, STBTE__disabled }, },
{ { STBTE__selected, STBTE__selected_over }, { STBTE__disabled, STBTE__disabled }, },
}
};
#define STBTE__INDEX_FOR_STATE(disable,select,down,over) stbte__state_to_index[disable][select][down][over]
#define STBTE__INDEX_FOR_ID(id,disable,select) STBTE__INDEX_FOR_STATE(disable,select,STBTE__IS_ACTIVE(id),STBTE__IS_HOT(id))
#define STBTE__FONT_HEIGHT 9
static short stbte__font_offset[95+16];
static short stbte__fontdata[769] =
{
4,9,6,9,9,9,9,8,9,8,4,9,7,7,7,7,4,2,6,8,6,6,7,3,4,4,8,6,3,6,2,6,6,6,6,6,6,
6,6,6,6,6,2,3,5,4,5,6,6,6,6,6,6,6,6,6,6,6,6,7,6,7,7,7,6,7,6,6,6,6,7,7,6,6,
6,4,6,4,7,7,3,6,6,5,6,6,5,6,6,4,5,6,4,7,6,6,6,6,6,6,6,6,6,7,6,6,6,5,2,5,8,
0,0,0,0,2,253,130,456,156,8,72,184,64,2,125,66,64,160,64,146,511,146,146,
511,146,146,511,146,511,257,341,297,341,297,341,257,511,16,56,124,16,16,16,
124,56,16,96,144,270,261,262,136,80,48,224,192,160,80,40,22,14,15,3,448,496,
496,240,232,20,10,5,2,112,232,452,450,225,113,58,28,63,30,60,200,455,257,
257,0,0,0,257,257,455,120,204,132,132,159,14,4,4,14,159,132,132,204,120,8,
24,56,120,56,24,8,32,48,56,60,56,48,32,0,0,0,0,111,111,7,7,0,0,7,7,34,127,
127,34,34,127,127,34,36,46,107,107,58,18,99,51,24,12,102,99,48,122,79,93,
55,114,80,4,7,3,62,127,99,65,65,99,127,62,8,42,62,28,28,62,42,8,8,8,62,62,
8,8,128,224,96,8,8,8,8,8,8,96,96,96,48,24,12,6,3,62,127,89,77,127,62,64,66,
127,127,64,64,98,115,89,77,71,66,33,97,73,93,119,35,24,28,22,127,127,16,39,
103,69,69,125,57,62,127,73,73,121,48,1,1,113,121,15,7,54,127,73,73,127,54,
6,79,73,105,63,30,54,54,128,246,118,8,28,54,99,65,20,20,20,20,65,99,54,28,
8,2,3,105,109,7,2,30,63,33,45,47,46,124,126,19,19,126,124,127,127,73,73,127,
54,62,127,65,65,99,34,127,127,65,99,62,28,127,127,73,73,73,65,127,127,9,9,
9,1,62,127,65,73,121,121,127,127,8,8,127,127,65,65,127,127,65,65,32,96,64,
64,127,63,127,127,8,28,54,99,65,127,127,64,64,64,64,127,127,6,12,6,127,127,
127,127,6,12,24,127,127,62,127,65,65,65,127,62,127,127,9,9,15,6,62,127,65,
81,49,127,94,127,127,9,25,127,102,70,79,73,73,121,49,1,1,127,127,1,1,63,127,
64,64,127,63,15,31,48,96,48,31,15,127,127,48,24,48,127,127,99,119,28,28,119,
99,7,15,120,120,15,7,97,113,89,77,71,67,127,127,65,65,3,6,12,24,48,96,65,
65,127,127,8,12,6,3,6,12,8,64,64,64,64,64,64,64,3,7,4,32,116,84,84,124,120,
127,127,68,68,124,56,56,124,68,68,68,56,124,68,68,127,127,56,124,84,84,92,
24,8,124,126,10,10,56,380,324,324,508,252,127,127,4,4,124,120,72,122,122,
64,256,256,256,506,250,126,126,16,56,104,64,66,126,126,64,124,124,24,56,28,
124,120,124,124,4,4,124,120,56,124,68,68,124,56,508,508,68,68,124,56,56,124,
68,68,508,508,124,124,4,4,12,8,72,92,84,84,116,36,4,4,62,126,68,68,60,124,
64,64,124,124,28,60,96,96,60,28,28,124,112,56,112,124,28,68,108,56,56,108,
68,284,316,352,320,508,252,68,100,116,92,76,68,8,62,119,65,65,127,127,65,
65,119,62,8,16,24,12,12,24,24,12,4,
};
typedef struct
{
short id;
unsigned short category_id;
char *category;
unsigned int layermask;
} stbte__tileinfo;
#define MAX_LAYERMASK (1 << (8*sizeof(unsigned int)))
typedef short stbte__tiledata;
#define STBTE__NO_TILE -1
enum
{
STBTE__panel_toolbar,
STBTE__panel_colorpick,
STBTE__panel_info,
STBTE__panel_layers,
STBTE__panel_props,
STBTE__panel_categories,
STBTE__panel_tiles,
STBTE__num_panel,
};
enum
{
STBTE__side_left,
STBTE__side_right,
STBTE__side_top,
STBTE__side_bottom,
};
enum
{
STBTE__tool_select,
STBTE__tool_brush,
STBTE__tool_erase,
STBTE__tool_rect,
STBTE__tool_eyedrop,
STBTE__tool_fill,
STBTE__tool_link,
STBTE__tool_showgrid,
STBTE__tool_showlinks,
STBTE__tool_undo,
STBTE__tool_redo,
// copy/cut/paste aren't included here because they're displayed differently
STBTE__num_tool,
};
// icons are stored in the 0-31 range of ASCII in the font
static int toolchar[] = { 26,24,25,20,23,22,18, 19,17, 29,28, };
enum
{
STBTE__propmode_default,
STBTE__propmode_always,
STBTE__propmode_never,
};
enum
{
STBTE__paint,
// from here down does hittesting
STBTE__tick,
STBTE__mousemove,
STBTE__mousewheel,
STBTE__leftdown,
STBTE__leftup,
STBTE__rightdown,
STBTE__rightup,
};
typedef struct
{
int expanded, mode;
int delta_height; // number of rows they've requested for this
int side;
int width,height;
int x0,y0;
} stbte__panel;
typedef struct
{
int x0,y0,x1,y1,color;
} stbte__colorrect;
#define STBTE__MAX_DELAYRECT 256
typedef struct
{
int tool, active_event;
int active_id, hot_id, next_hot_id;
int event;
int mx,my, dx,dy;
int ms_time;
int shift, scrollkey;
int initted;
int side_extended[2];
stbte__colorrect delayrect[STBTE__MAX_DELAYRECT];
int delaycount;
int show_grid, show_links;
int brush_state; // used to decide which kind of erasing
int eyedrop_x, eyedrop_y, eyedrop_last_layer;
int pasting, paste_x, paste_y;
int scrolling, start_x, start_y;
int last_mouse_x, last_mouse_y;
int accum_x, accum_y;
int linking;
int dragging;
int drag_x, drag_y, drag_w, drag_h;
int drag_offx, drag_offy, drag_dest_x, drag_dest_y;
int undoing;
int has_selection, select_x0, select_y0, select_x1, select_y1;
int sx,sy;
int x0,y0,x1,y1, left_width, right_width; // configurable widths
float alert_timer;
const char *alert_msg;
float dt;
stbte__panel panel[STBTE__num_panel];
short copybuffer[STBTE_MAX_COPY][STBTE_MAX_LAYERS];
float copyprops[STBTE_MAX_COPY][STBTE_MAX_PROPERTIES];
#ifdef STBTE_ALLOW_LINK
stbte__link copylinks[STBTE_MAX_COPY];
#endif
int copy_src_x, copy_src_y;
stbte_tilemap *copy_src;
int copy_width,copy_height,has_copy,copy_has_props;
} stbte__ui_t;
// there's only one UI system at a time, so we can globalize this
static stbte__ui_t stbte__ui = { STBTE__tool_brush, 0 };
#define STBTE__INACTIVE() (stbte__ui.active_id == 0)
#define STBTE__IS_ACTIVE(id) (stbte__ui.active_id == (id))
#define STBTE__IS_HOT(id) (stbte__ui.hot_id == (id))
#define STBTE__BUTTON_HEIGHT (STBTE__FONT_HEIGHT + 2 * STBTE__BUTTON_INTERNAL_SPACING)
#define STBTE__BUTTON_INTERNAL_SPACING (2 + (STBTE__FONT_HEIGHT>>4))
typedef struct
{
const char *name;
int locked;
int hidden;
} stbte__layer;
enum
{
STBTE__unlocked,
STBTE__protected,
STBTE__locked,
};
struct stbte_tilemap
{
stbte__tiledata data[STBTE_MAX_TILEMAP_Y][STBTE_MAX_TILEMAP_X][STBTE_MAX_LAYERS];
float props[STBTE_MAX_TILEMAP_Y][STBTE_MAX_TILEMAP_X][STBTE_MAX_PROPERTIES];
#ifdef STBTE_ALLOW_LINK
stbte__link link[STBTE_MAX_TILEMAP_Y][STBTE_MAX_TILEMAP_X];
int linkcount[STBTE_MAX_TILEMAP_Y][STBTE_MAX_TILEMAP_X];
#endif
int max_x, max_y, num_layers;
int spacing_x, spacing_y;
int palette_spacing_x, palette_spacing_y;
int scroll_x,scroll_y;
int cur_category, cur_tile, cur_layer;
char *categories[STBTE_MAX_CATEGORIES];
int num_categories, category_scroll;
stbte__tileinfo *tiles;
int num_tiles, max_tiles, digits;
unsigned char undo_available_valid;
unsigned char undo_available;
unsigned char redo_available;
unsigned char padding;
int cur_palette_count;
int palette_scroll;
int tileinfo_dirty;
stbte__layer layerinfo[STBTE_MAX_LAYERS];
int has_layer_names;
int layername_width;
int layer_scroll;
int propmode;
int solo_layer;
int undo_pos, undo_len, redo_len;
short background_tile;
unsigned char id_in_use[32768>>3];
short *undo_buffer;
};
static char *default_category = "[unassigned]";
static void stbte__init_gui(void)
{
int i,n;
stbte__ui.initted = 1;
// init UI state
stbte__ui.show_links = 1;
for (i=0; i < STBTE__num_panel; ++i) {
stbte__ui.panel[i].expanded = 1; // visible if not autohidden
stbte__ui.panel[i].delta_height = 0;
stbte__ui.panel[i].side = STBTE__side_left;
}
stbte__ui.panel[STBTE__panel_toolbar ].side = STBTE__side_top;
stbte__ui.panel[STBTE__panel_colorpick].side = STBTE__side_right;
if (stbte__ui.left_width == 0)
stbte__ui.left_width = 80;
if (stbte__ui.right_width == 0)
stbte__ui.right_width = 80;
// init font
n=95+16;
for (i=0; i < 95+16; ++i) {
stbte__font_offset[i] = n;
n += stbte__fontdata[i];
}
}
stbte_tilemap *stbte_create_map(int map_x, int map_y, int map_layers, int spacing_x, int spacing_y, int max_tiles)
{