Added missing source file, and make the tilemap depend on current layer instead of the sum of layers

git-svn-id: svn://pulkomandy.tk/GrafX2/trunk@1860 416bcca6-2ee7-4201-b75f-2eb2f807beb1
This commit is contained in:
Yves Rizoud 2011-11-08 23:38:14 +00:00
parent ef030fec3f
commit 82860387bc
4 changed files with 76 additions and 24 deletions

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@ -49,6 +49,7 @@
#include "windows.h" #include "windows.h"
#include "input.h" #include "input.h"
#include "brush.h" #include "brush.h"
#include "tiles.h"
#ifdef __VBCC__ #ifdef __VBCC__
#define __attribute__(x) #define __attribute__(x)

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@ -545,9 +545,8 @@ typedef enum {
typedef struct typedef struct
{ {
int Previous_occurence; int Previous;
int Next_occurence; int Next;
int First_occurence;
} T_Tile; } T_Tile;
#endif #endif

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@ -152,7 +152,7 @@ void Tilemap_draw(word x, word y, byte color)
xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + rel_x; xx = (tile % Main_tilemap_width)*Snap_width+Snap_offset_X + rel_x;
yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + rel_y; yy = (tile / Main_tilemap_width)*Snap_height+Snap_offset_Y + rel_y;
Pixel_in_current_screen(xx,yy,color,yy>=Limit_top&&yy<=Limit_bottom&&xx>=Limit_left&&xx<=Limit_right); Pixel_in_current_screen(xx,yy,color,yy>=Limit_top&&yy<=Limit_bottom&&xx>=Limit_left&&xx<=Limit_right);
tile = Main_tilemap[tile].Next_occurence; tile = Main_tilemap[tile].Next;
} while (tile != first_tile); } while (tile != first_tile);
Update_rect(0,0,0,0); Update_rect(0,0,0,0);
@ -164,8 +164,8 @@ int Tile_is_same(int t1, int t2)
byte *bmp1,*bmp2; byte *bmp1,*bmp2;
int y; int y;
bmp1 = Main_screen+(TILE_Y(t1))*Main_image_width+(TILE_X(t1)); bmp1 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t1))*Main_image_width+(TILE_X(t1));
bmp2 = Main_screen+(TILE_Y(t2))*Main_image_width+(TILE_X(t2)); bmp2 = Main_backups->Pages->Image[Main_current_layer].Pixels+(TILE_Y(t2))*Main_image_width+(TILE_X(t2));
for (y=0; y < Snap_height; y++) for (y=0; y < Snap_height; y++)
{ {
@ -189,8 +189,14 @@ void Tilemap_create(void)
if (width<1 || height<1 || width*height>1000000l if (width<1 || height<1 || width*height>1000000l
|| (tile_ptr=(T_Tile *)malloc(width*height*sizeof(T_Tile))) == NULL) || (tile_ptr=(T_Tile *)malloc(width*height*sizeof(T_Tile))) == NULL)
{ {
// Cannot enable tilemap because either the image is too small
// for the grid settings (and I don't want to implement partial tiles)
// Or the number of tiles seems unreasonable (one million) : This can
// happen if you set grid 1x1 for example.
if (Main_tilemap) if (Main_tilemap)
{ {
// Recycle existing tilemap
free(Main_tilemap); free(Main_tilemap);
Main_tilemap=NULL; Main_tilemap=NULL;
} }
@ -199,43 +205,51 @@ void Tilemap_create(void)
Tilemap_mode=0; Tilemap_mode=0;
return; return;
} }
Main_tilemap_width=width;
Main_tilemap_height=height; if (Main_tilemap)
{
// Recycle existing tilemap
free(Main_tilemap);
Main_tilemap=NULL;
}
Main_tilemap=tile_ptr; Main_tilemap=tile_ptr;
// Init array Main_tilemap_width=width;
Main_tilemap_height=height;
// Init array with all tiles unique by default
for (tile=0; tile<width*height; tile++) for (tile=0; tile<width*height; tile++)
{ {
Main_tilemap[tile].Previous_occurence = tile; Main_tilemap[tile].Previous = tile;
Main_tilemap[tile].Next_occurence = tile; Main_tilemap[tile].Next = tile;
//Main_tilemap[tile].First_occurence = 1;
} }
// Now find similar tiles and link them in circular linked list
//It will be used to modify all tiles whenever you draw on one.
for (tile=1; tile<width*height; tile++) for (tile=1; tile<width*height; tile++)
{ {
int ref_tile=0; int ref_tile=0;
while(1) while(1)
{ {
if (Main_tilemap[ref_tile].Previous_occurence<=ref_tile && Tile_is_same(ref_tile, tile)) if (Main_tilemap[ref_tile].Previous<=ref_tile && Tile_is_same(ref_tile, tile))
{ {
// Insert at end // Insert at the end. classic doubly-linked-list.
int last_tile=Main_tilemap[ref_tile].Previous_occurence; int last_tile=Main_tilemap[ref_tile].Previous;
Main_tilemap[tile].Previous_occurence=last_tile; Main_tilemap[tile].Previous=last_tile;
Main_tilemap[tile].Next_occurence=ref_tile; Main_tilemap[tile].Next=ref_tile;
//Main_tilemap[tile].First_occurence=0; Main_tilemap[ref_tile].Previous=tile;
Main_tilemap[last_tile].Next=tile;
Main_tilemap[ref_tile].Previous_occurence=tile;
Main_tilemap[last_tile].Next_occurence=tile;
break; break;
} }
// next
ref_tile++; ref_tile++;
// end of loop without finding a match
if (ref_tile>=tile) if (ref_tile>=tile)
{ {
// New unique tile // This tile is really unique.
//Main_tilemap[tile].First_occurence=1; // Nothing to do at the moment
break; break;
} }
} }

38
src/tiles.h Normal file
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@ -0,0 +1,38 @@
/* vim:expandtab:ts=2 sw=2:
*/
/* Grafx2 - The Ultimate 256-color bitmap paint program
Copyright 2011 Yves Rizoud
Copyright 2011 Adrien Destugues
Grafx2 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; version 2
of the License.
Grafx2 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 Grafx2; if not, see <http://www.gnu.org/licenses/>
*/
//////////////////////////////////////////////////////////////////////////////
///@file tiles.h
/// Functions for tilemap effect
//////////////////////////////////////////////////////////////////////////////
int compare_tiles(word x1, word y1, word x2, word y2);
/// Create or update a tilemap based on current screen pixels.
void Tilemap_create(void);
void Tilemap_draw(word x, word y, byte color);
#define TILE_FOR_COORDS(x,y) (((y)-Snap_offset_Y)/Snap_height*Main_tilemap_width+((x)-Snap_offset_X)/Snap_width)
#define TILE_AT(x,y) (y)*Main_tilemap_width+(x)
#define TILE_X(t) (((t)%Main_tilemap_width)*Snap_width+Snap_offset_X)
#define TILE_Y(t) (((t)/Main_tilemap_width)*Snap_height+Snap_offset_Y)