Tilemaps are a new placeable asset type that is painted with autotiles in the scene view, with layers, brush, eraser and rectangle, and is drawn at runtime and in the export (#128)
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@@ -8,6 +8,9 @@ export interface TabPlace<T extends string> {
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tab: T;
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x: number;
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right: number;
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/** Top edge and height, so a check can tell the tab from a label of the same text elsewhere. */
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y: number;
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h: number;
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}
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/**
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@@ -84,8 +87,8 @@ export class TabStrip<T extends string> extends HStack {
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for (const tab of this.order) {
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const button = this.buttons.get(tab)!;
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if (!button.visible) continue;
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const x = button.toGlobal({ x: 0, y: 0 }).x;
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out.push({ tab, x, right: x + button.w });
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const at = button.toGlobal({ x: 0, y: 0 });
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out.push({ tab, x: at.x, right: at.x + button.w, y: at.y, h: button.h });
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}
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return out;
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}
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+57
-1
@@ -4,6 +4,7 @@ import { previewObjectId } from '../core/model/animationPreview';
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import { resolveObjects } from '../core/model/instance';
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import { findAsset, findAssetOf, findObjectHolder } from '../core/model/Project';
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import type { FrameRect } from '../core/model/texture';
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import { findLayer } from '../core/model/tilemap';
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import { effectiveScale, gameClock } from '../core/time';
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import {
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activeDrag,
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@@ -28,7 +29,8 @@ import { currentFontPicker } from './font/FontPicker';
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import { currentNodePalette } from './graph/NodePalette';
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import { currentSoundPicker } from './sound/SoundPicker';
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import { currentImagePicker } from './texture/ImagePicker';
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import type { EditorState } from './state';
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import { currentTilemapSection } from './inspector/tilemapSection';
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import type { EditorState, TilemapTool } from './state';
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/**
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* Installs `window.__gm`, which the check scripts in tools/ use to find widgets by their
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@@ -248,6 +250,8 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
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locate,
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locateAll,
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inspectorField: fieldOf,
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/** The inspector panel on screen – what tells whether a row of it can be clicked at all. */
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inspectorRect: () => rectOf(inspector),
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inspectorInfo: () => inspector.debugInfo(),
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textColor,
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overlayTexts,
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@@ -523,6 +527,58 @@ export function installDebugHook(app: Application, state: EditorState, editor: E
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pictureRowAt: (index: number) => editor.autotileEditor.strip.list.rowGlobal(String(index)),
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fitAt: () => centreOf(editor.autotileEditor.fitButton),
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},
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tilemap: {
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/** What the scene view painted a map with, and on which layer (#128). */
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paint: () => ({ ...state.tilemapPaint }),
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/** The cells of one layer as the model holds them: `"x,y"` to autotile id. */
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cells: (assetId: string, layerId: string) => {
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const asset = findAssetOf(state.project, assetId, 'tilemap');
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const layer = asset && findLayer(asset, layerId);
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return layer ? { ...layer.cells } : null;
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},
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layers: (assetId: string) =>
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findAssetOf(state.project, assetId, 'tilemap')?.layers.map((layer) => ({
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id: layer.id,
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name: layer.name,
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hidden: layer.hidden === true,
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cells: Object.keys(layer.cells).length,
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})) ?? null,
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/** What the scene view drew: meshes (one draw call each), cells and visible layers. */
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info: (objectId: string) => viewport.tilemapInfo(objectId),
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gameInfo: (objectId: string) => gameView.tilemapInfo(objectId),
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/** Where the widgets of the inspector section sit: their texts are on screen elsewhere too. */
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toolAt: (tool: string) => {
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const button = currentTilemapSection()?.tools.get(tool as TilemapTool);
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return button ? centreOf(button) : null;
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},
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autotileAt: (assetId: string) => {
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const button = currentTilemapSection()?.autotiles.get(assetId);
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return button ? centreOf(button) : null;
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},
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addLayerAt: () => {
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const button = currentTilemapSection()?.addLayer;
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return button ? centreOf(button) : null;
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},
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/** One row of the layer list, top-down as drawn: the layer, its switch and its buttons. */
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layerRowAt: (index: number) => {
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const row = currentTilemapSection()?.layers[index];
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return row
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? {
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id: row.id,
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// `y` is the row's own line, so a check can tell whether it is inside the panel.
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y: centreOf(row.name).y,
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name: centreOf(row.name),
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visible: centreOf(row.visible),
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up: centreOf(row.up),
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down: centreOf(row.down),
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remove: centreOf(row.remove),
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}
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: null;
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},
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/** Where a cell sits on screen – for a click that paints it or a pixel that proves it. */
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cellAt: (objectId: string, x: number, y: number) => viewport.cellScreen(objectId, x, y),
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gameCellAt: (objectId: string, x: number, y: number) => gameView.cellScreen(objectId, x, y),
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},
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container: {
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current: () => containerEditor.currentAssetId,
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pickerWidth: () => containerEditor.picker.w,
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@@ -105,7 +105,7 @@ export class Inspector extends Panel {
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if (s.kind === 'frame') return frameSignature(this.state.project, s.assetId, s.frameId);
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if (s.kind === 'annotation') return annotationSignature(this.state.project, s.assetId, s.annotationId);
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if (s.kind === 'track') return trackSignature(this.state.project, s.assetId, s.trackId, s.keys);
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return objectSignature(this.state.project, s.holderId, s.objectIds, s.objectId);
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return objectSignature(this.state, s.holderId, s.objectIds, s.objectId);
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}
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/** Pushes current model values into the widgets (after undo, drag in viewport, …). */
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@@ -44,9 +44,10 @@ import { aspectActions, sizeCommand } from './aspectAction';
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import { defSignature } from './assetSection';
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import { actionIf, createFieldRow, type FieldRow, labelledRow, type RowActions } from './fieldFactory';
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import { addGap, addNameField, addNote, addTitle, type InspectorHost } from './host';
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import type { ListSlot } from '../state';
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import type { EditorState, ListSlot } from '../state';
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import { parentRow } from './parentRow';
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import { listOpener, previewingHandlers, structFields } from './previewHandlers';
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import { buildTilemapSection, tilemapSignature } from './tilemapSection';
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import { overrideValue } from './valueSpecs';
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import { buildVariable } from './variableRows';
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import { currentProps, currentRef, deviations, positionMoved, targetOf, viewOf } from './objectQueries';
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@@ -62,13 +63,14 @@ export function objectRows(project: Project, asset: Asset, object: SceneObject):
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: schemaForObject(project, asset, object).filter((def) => !isCommonProp(def.key));
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}
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/** Structure-defining facts of an object selection: parent, template link and schema. */
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/** Structure-defining facts of an object selection: parent, template link, schema and painting. */
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export function objectSignature(
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project: Project,
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state: EditorState,
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holderId: string,
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objectIds: readonly string[],
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objectId: string,
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): string {
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const project = state.project;
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if (objectIds.length > 1) return `multi|${objectIds.join(',')}`;
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const holder = findObjectHolder(project, holderId);
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const view = holder && resolvedHolder(project, holder);
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@@ -81,7 +83,8 @@ export function objectSignature(
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? 'instance'
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: '';
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const rows = schemaForObject(project, asset, object);
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return `${object.parentId}|${kind}|` + rows.map(defSignature).join(',');
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const painting = asset.type === 'tilemap' ? `|${tilemapSignature(state, asset)}` : '';
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return `${object.parentId}|${kind}|` + rows.map(defSignature).join(',') + painting;
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}
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/** Several objects: what they are, and the actions that apply to all of them at once. */
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@@ -204,6 +207,7 @@ export function buildObjectSection(host: InspectorHost, holderId: string, object
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markObjectRows(host, object, asset, target);
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if (asset.type === 'container') contentSection(host, holderId, object, asset.objects.length);
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if (asset.type === 'tilemap') buildTilemapSection(host, asset);
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}
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function assetLink(host: InspectorHost, label: string, asset: Asset): void {
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@@ -0,0 +1,152 @@
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/**
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* The painting side of a placed tilemap (#128): which layer is painted on, with which autotile and
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* with which tool. It hangs below the ordinary rows of the object, the way a container's content
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* section does – the grid size and the cell size are plain properties and are shown above.
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*
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* Nothing here belongs to the model except the layers themselves: tool, autotile and layer are
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* editor state (`state.tilemapPaint`), so opening a project does not decide what one paints with.
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*/
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import {
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AddTilemapLayerCommand,
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MoveTilemapLayerCommand,
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RemoveTilemapLayerCommand,
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SetTilemapLayerHiddenCommand,
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} from '../../core/commands/tilemapCommands';
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import type { TilemapAsset } from '../../core/model/Asset';
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import { isLayerVisible } from '../../core/model/tilemap';
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import { Button, Checkbox, HStack, Theme } from '../../ui';
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import type { EditorState, TilemapTool } from '../state';
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import { addGap, addNote, addTitle, type InspectorHost } from './host';
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const TOOLS: { tool: TilemapTool; label: string; hint: string }[] = [
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{ tool: 'select', label: 'Select', hint: 'Drag the map to move it, as any other object.' },
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{ tool: 'brush', label: 'Brush', hint: 'Drag over the map to paint a line of cells.' },
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{ tool: 'erase', label: 'Erase', hint: 'Drag over the map to clear cells.' },
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{ tool: 'rect', label: 'Rect', hint: 'Drag to fill the box you span.' },
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];
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/**
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* The layer that is painted on. The one chosen in the inspector when it still exists, otherwise
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* the topmost – so a fresh selection can be painted on without choosing anything first.
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*/
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export function paintedLayerId(state: EditorState, asset: TilemapAsset): string {
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const chosen = state.tilemapPaint.layerId;
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if (asset.layers.some((layer) => layer.id === chosen)) return chosen;
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return asset.layers[asset.layers.length - 1]?.id ?? '';
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}
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/**
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* The widgets of the section as they were last built. Every one of them carries an icon or a name
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* that is on screen elsewhere too – the autotile's row in the asset panel, the layer's name – so a
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* check cannot find them by their text; this is what it clicks instead.
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*/
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export interface TilemapSectionWidgets {
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tools: Map<TilemapTool, Button>;
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autotiles: Map<string, Button>;
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layers: { id: string; name: Button; visible: Checkbox; up: Button; down: Button; remove: Button }[];
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addLayer: Button;
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}
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let built: TilemapSectionWidgets | null = null;
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export function currentTilemapSection(): TilemapSectionWidgets | null {
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return built;
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}
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export function buildTilemapSection(host: InspectorHost, asset: TilemapAsset): void {
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const { state } = host;
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const paint = state.tilemapPaint;
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const widgets: TilemapSectionWidgets = {
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tools: new Map(),
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autotiles: new Map(),
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layers: [],
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addLayer: new Button('Add layer', {
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onClick: () => state.execute(new AddTilemapLayerCommand(asset.id)),
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}),
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};
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built = widgets;
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addTitle(host, 'PAINTING');
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const tools = new HStack({ gap: Theme.gap });
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for (const { tool, label } of TOOLS) {
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const button = new Button(label, { onClick: () => state.setTilemapPaint({ tool }) });
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button.toggled = paint.tool === tool;
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widgets.tools.set(tool, button);
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tools.add(button, 1);
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}
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host.body.add(tools);
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addNote(host, TOOLS.find((t) => t.tool === paint.tool)?.hint ?? '', 'small');
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addNote(host, 'Shift-drag still pans the view.', 'small');
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addTitle(host, 'AUTOTILES');
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const autotiles = state.project.assets.filter((a) => a.type === 'autotile');
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if (autotiles.length === 0) addNote(host, 'The project has no autotile yet.');
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for (const autotile of autotiles) {
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const button = new Button(autotile.name, {
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align: 'left',
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// Choosing a tile is how one starts painting, so it reaches for the brush by itself.
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onClick: () =>
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state.setTilemapPaint({
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autotileId: autotile.id,
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tool: paint.tool === 'select' || paint.tool === 'erase' ? 'brush' : paint.tool,
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}),
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});
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button.toggled = paint.autotileId === autotile.id;
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widgets.autotiles.set(autotile.id, button);
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host.body.add(button);
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}
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if (autotiles.length > 0 && !autotiles.some((a) => a.id === paint.autotileId))
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addNote(host, 'Choose an autotile to paint with.', 'small');
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addTitle(host, 'LAYERS');
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addNote(host, 'The last layer is drawn on top.', 'small');
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const painted = paintedLayerId(state, asset);
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// Bottom-up on screen, as in every layer list: the topmost row is the one drawn last.
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for (let index = asset.layers.length - 1; index >= 0; index--) {
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const layer = asset.layers[index]!;
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const row = new HStack({ gap: Theme.gap });
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const visible = new Checkbox(isLayerVisible(layer));
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visible.onChange = (checked) =>
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state.execute(new SetTilemapLayerHiddenCommand(asset.id, layer.id, !checked));
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row.add(visible);
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const choose = new Button(layer.name, {
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align: 'left',
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onClick: () => state.setTilemapPaint({ layerId: layer.id }),
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});
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choose.toggled = layer.id === painted;
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row.add(choose, 1);
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const up = new Button('↑', {
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variant: 'ghost',
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width: 24,
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onClick: () => state.execute(new MoveTilemapLayerCommand(asset.id, index, index + 1)),
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});
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const down = new Button('↓', {
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variant: 'ghost',
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width: 24,
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onClick: () => state.execute(new MoveTilemapLayerCommand(asset.id, index, index - 1)),
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});
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const remove = new Button('✕', {
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variant: 'ghost',
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width: 24,
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onClick: () => state.execute(new RemoveTilemapLayerCommand(asset.id, layer.id)),
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});
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row.add(up);
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row.add(down);
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row.add(remove);
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widgets.layers.push({ id: layer.id, name: choose, visible, up, down, remove });
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host.body.add(row);
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}
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addGap(host);
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host.body.add(widgets.addLayer);
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}
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/**
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* What the section is built from, for the inspector's rebuild check: the layers and what is
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* painted with. The cells themselves are deliberately absent – a stroke must not rebuild the
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* panel under the pointer that is drawing it.
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*/
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export function tilemapSignature(state: EditorState, asset: TilemapAsset): string {
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const paint = state.tilemapPaint;
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const layers = asset.layers.map((l) => `${l.id}:${l.name}:${isLayerVisible(l) ? 1 : 0}`).join(',');
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return `${paint.tool}|${paint.autotileId}|${paintedLayerId(state, asset)}|${layers}`;
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}
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@@ -139,6 +139,19 @@ function pickIds(input: readonly string[], primary?: string): { ids: string[]; p
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return { ids, primary: primary && ids.includes(primary) ? primary : ids[ids.length - 1]! };
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}
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/**
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* Select leaves the scene view as it is – the map is picked up and moved like any other object.
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* The other three paint: brush the chosen autotile cell by cell, erase clears, rect fills the box
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* a drag spans. Painting is a mode on purpose; a map one cannot move would be worse than a click.
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*/
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export type TilemapTool = 'select' | 'brush' | 'erase' | 'rect';
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export interface TilemapPaint {
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tool: TilemapTool;
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autotileId: string;
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layerId: string;
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}
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export type EditorMode = 'edit' | 'play';
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export type SaveStatus = 'saved' | 'dirty' | 'saving' | 'error' | 'conflict';
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@@ -184,6 +197,12 @@ export class EditorState {
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notice = '';
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/** Keys copied in the Animation tab (#102). Lives for the session, across animations and projects. */
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keyClipboard: KeyClipboard | null = null;
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/**
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* What the scene view paints a tilemap with (#128): the tool, the autotile and the layer it goes
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* on. Editor state, not model state – like the picked tile of the Animation tab, it is a way of
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* working rather than something the project remembers.
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*/
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tilemapPaint: TilemapPaint = { tool: 'select', autotileId: '', layerId: '' };
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/** The real (saved) model and its undo stack while `project` is the play-mode copy. */
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private edit: { project: Project; commands: CommandStack } | null = null;
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@@ -603,6 +622,12 @@ export class EditorState {
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* Shows `message` in the toolbar and, unless `quiet`, keeps it in the console panel. Quiet is
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* for the play status lines, which state a mode rather than report an event.
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*/
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/** Changes what the scene view paints with; the inspector marks it and the view repaints. */
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setTilemapPaint(patch: Partial<TilemapPaint>): void {
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this.tilemapPaint = { ...this.tilemapPaint, ...patch };
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this.emit('selection');
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}
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setNotice(message: string, level: NoticeLevel = 'info'): void {
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this.notice = message;
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if (message !== '' && level !== 'quiet') consoleLog.push(level, message);
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@@ -6,16 +6,38 @@
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import { type FederatedPointerEvent, Graphics, Text } from 'pixi.js';
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import { oneStep } from '../../core/commands/CompoundCommand';
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import { MoveSceneObjectCommand, PlaceAssetCommand } from '../../core/commands/sceneObjectCommands';
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import { type CellEdit, PaintTilesCommand } from '../../core/commands/tilemapCommands';
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import type { TilemapAsset, TilemapLayer } from '../../core/model/Asset';
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import { hasSceneIcon } from '../../core/model/AssetTypes';
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import { findObject, subtreeRoots } from '../../core/model/hierarchy';
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import { objectRef, resolvedHolder } from '../../core/model/instance';
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import { applyVector, type Extent, invert, linearOf, type Mat } from '../../core/model/matrix';
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import {
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apply as applyPoint,
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applyVector,
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type Extent,
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invert,
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linearOf,
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type Mat,
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} from '../../core/model/matrix';
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import { placementRejection } from '../../core/model/placement';
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import type { Position, Vec2 } from '../../core/model/Properties';
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import { findAsset, type ObjectHolder } from '../../core/model/Project';
|
||||
import { findAsset, findAssetOf, type ObjectHolder } from '../../core/model/Project';
|
||||
import {
|
||||
cellAtPoint,
|
||||
cellKey,
|
||||
cellOrigin,
|
||||
cellsAlong,
|
||||
cellsInRect,
|
||||
findLayer,
|
||||
inGrid,
|
||||
tilemapColumns,
|
||||
tilemapRows,
|
||||
tilemapTileSize,
|
||||
} from '../../core/model/tilemap';
|
||||
import { footprintCorners } from '../../core/properties/bounds';
|
||||
import { localMatrixOf, parentTransform, transformOf } from '../../core/properties/transform';
|
||||
import { type EditorState, objectSelection } from '../state';
|
||||
import { type EditorState, objectSelection, type TilemapTool } from '../state';
|
||||
import { paintedLayerId } from '../inspector/tilemapSection';
|
||||
import { activeDrag, drawBand, drawGrid, endDrag, onDragChange, Theme, textStyle } from '../../ui';
|
||||
import { collectHolderItems, type DrawItem } from '../../viewport/items';
|
||||
import { dashedLine, drawSourceIcon } from '../../viewport/symbols';
|
||||
@@ -45,6 +67,26 @@ interface DropPreview {
|
||||
rejection: string;
|
||||
}
|
||||
|
||||
/**
|
||||
* A stroke on a placed tilemap. `previous` is what the cells held before the live preview wrote
|
||||
* into them – the same trick a move drag uses: the model shows the stroke at once, and on release
|
||||
* it is put back so the command records it as one undo step.
|
||||
*/
|
||||
interface PaintStroke {
|
||||
holderId: string;
|
||||
objectId: string;
|
||||
assetId: string;
|
||||
layerId: string;
|
||||
tool: TilemapTool;
|
||||
autotileId: string;
|
||||
edits: CellEdit[];
|
||||
previous: Map<string, string>;
|
||||
from: Vec2;
|
||||
last: Vec2 | null;
|
||||
/** Where the pointer is now, in cells – what the rectangle preview is drawn from. */
|
||||
to: Vec2;
|
||||
}
|
||||
|
||||
/** A rubber-band selection in progress, in viewport-local pixels. */
|
||||
interface Marquee {
|
||||
start: Vec2;
|
||||
@@ -74,6 +116,7 @@ export class SceneViewport extends FreeViewport {
|
||||
private readonly labels = new Map<string, Text>();
|
||||
private readonly icons = new Map<string, Graphics>();
|
||||
private dragging: ObjectDrag | null = null;
|
||||
private stroke: PaintStroke | null = null;
|
||||
private marquee: Marquee | null = null;
|
||||
private dropPreview: DropPreview | null = null;
|
||||
private lastGizmos: GizmoInfo[] = [];
|
||||
@@ -162,6 +205,19 @@ export class SceneViewport extends FreeViewport {
|
||||
return;
|
||||
}
|
||||
if (this.panTo(e)) return;
|
||||
if (this.stroke) {
|
||||
const item = this.lastItems.find((i) => i.id === this.stroke!.objectId);
|
||||
if (!item) return;
|
||||
const at = this.cellUnder(item, e);
|
||||
if (this.stroke.last && at.x === this.stroke.last.x && at.y === this.stroke.last.y) return;
|
||||
const from = this.stroke.last ?? this.stroke.from;
|
||||
this.stroke.last = at;
|
||||
this.stroke.to = at;
|
||||
// A pointer jumps between events, so the cells in between are filled in as well.
|
||||
if (this.stroke.tool !== 'rect') this.paintCells(item, cellsAlong(from, at));
|
||||
this.redraw();
|
||||
return;
|
||||
}
|
||||
if (this.dragging) {
|
||||
const local = this.toLocal(e.global);
|
||||
const dx = (local.x - this.dragging.pointer.x) / this.view.zoom;
|
||||
@@ -239,6 +295,10 @@ export class SceneViewport extends FreeViewport {
|
||||
return;
|
||||
}
|
||||
this.endPan();
|
||||
if (this.stroke) {
|
||||
this.endStroke();
|
||||
return;
|
||||
}
|
||||
const marquee = this.marquee;
|
||||
this.marquee = null;
|
||||
if (marquee) {
|
||||
@@ -263,6 +323,120 @@ export class SceneViewport extends FreeViewport {
|
||||
if (moves.length > 0) this.state.execute(oneStep('Move objects', moves));
|
||||
}
|
||||
|
||||
/**
|
||||
* The tilemap a click paints on: the primary selection, placed here, with a painting tool
|
||||
* chosen. Anything else – another object, the select tool, a modifier held – leaves the view
|
||||
* doing what it always did.
|
||||
*/
|
||||
private paintTargetOf(objectId: string): { item: DrawItem; asset: TilemapAsset; layerId: string } | null {
|
||||
const paint = this.state.tilemapPaint;
|
||||
if (paint.tool === 'select') return null;
|
||||
const s = this.state.selection;
|
||||
if (s?.kind !== 'object' || s.objectId !== objectId) return null;
|
||||
const item = this.lastItems.find((i) => i.id === objectId);
|
||||
if (!item || item.type !== 'tilemap') return null;
|
||||
const object = findObject(this.resolved() ?? { objects: [] }, objectId);
|
||||
const asset = object && findAssetOf(this.state.project, object.assetId, 'tilemap');
|
||||
if (!asset) return null;
|
||||
const layerId = paintedLayerId(this.state, asset);
|
||||
return layerId ? { item, asset, layerId } : null;
|
||||
}
|
||||
|
||||
/** The cell under a pointer position, in the tilemap's own grid. */
|
||||
private cellUnder(item: DrawItem, e: FederatedPointerEvent): Vec2 {
|
||||
const local = this.toLocal(e.global);
|
||||
const world = screenToWorld(this.currentView(), local.x, local.y);
|
||||
const inMap = applyPoint(invert(item.m), world);
|
||||
return cellAtPoint(item.props, inMap.x, inMap.y);
|
||||
}
|
||||
|
||||
private startStroke(
|
||||
target: { item: DrawItem; asset: TilemapAsset; layerId: string },
|
||||
holderId: string,
|
||||
e: FederatedPointerEvent,
|
||||
): boolean {
|
||||
const paint = this.state.tilemapPaint;
|
||||
const autotileId = paint.tool === 'erase' ? '' : paint.autotileId;
|
||||
if (paint.tool !== 'erase' && !autotileId) {
|
||||
this.state.setNotice('Choose an autotile to paint with.');
|
||||
return false;
|
||||
}
|
||||
const at = this.cellUnder(target.item, e);
|
||||
this.stroke = {
|
||||
holderId,
|
||||
objectId: target.item.id,
|
||||
assetId: target.asset.id,
|
||||
layerId: target.layerId,
|
||||
tool: paint.tool,
|
||||
autotileId,
|
||||
edits: [],
|
||||
previous: new Map(),
|
||||
from: at,
|
||||
last: null,
|
||||
to: at,
|
||||
};
|
||||
// A rectangle only shows where it would go until the button comes up; the other two draw at once.
|
||||
if (paint.tool !== 'rect') this.paintCells(target.item, [at]);
|
||||
this.redraw();
|
||||
return true;
|
||||
}
|
||||
|
||||
private strokeLayer(stroke: PaintStroke): TilemapLayer | undefined {
|
||||
const asset = findAssetOf(this.state.project, stroke.assetId, 'tilemap');
|
||||
return asset && findLayer(asset, stroke.layerId);
|
||||
}
|
||||
|
||||
/** Writes cells into the model as a preview, remembering what they held. */
|
||||
private paintCells(item: DrawItem, cells: readonly Vec2[]): void {
|
||||
const stroke = this.stroke;
|
||||
const layer = stroke && this.strokeLayer(stroke);
|
||||
if (!stroke || !layer) return;
|
||||
let changed = false;
|
||||
for (const at of cells) {
|
||||
if (!inGrid(item.props, at.x, at.y)) continue;
|
||||
const key = cellKey(at.x, at.y);
|
||||
if (!stroke.previous.has(key)) stroke.previous.set(key, layer.cells[key] ?? '');
|
||||
if ((layer.cells[key] ?? '') === stroke.autotileId) continue;
|
||||
stroke.edits.push({ x: at.x, y: at.y, autotileId: stroke.autotileId });
|
||||
if (stroke.autotileId) layer.cells[key] = stroke.autotileId;
|
||||
else delete layer.cells[key];
|
||||
changed = true;
|
||||
}
|
||||
if (changed) this.state.preview();
|
||||
}
|
||||
|
||||
/** Puts the preview back and lets the command do the edit, so one stroke is one undo step. */
|
||||
private endStroke(): void {
|
||||
const stroke = this.stroke;
|
||||
this.stroke = null;
|
||||
if (!stroke) return;
|
||||
const layer = this.strokeLayer(stroke);
|
||||
if (layer)
|
||||
for (const [key, value] of stroke.previous) {
|
||||
if (value) layer.cells[key] = value;
|
||||
else delete layer.cells[key];
|
||||
}
|
||||
const item = this.lastItems.find((i) => i.id === stroke.objectId);
|
||||
const edits =
|
||||
stroke.tool === 'rect' && item
|
||||
? cellsInRect(item.props, stroke.from, stroke.to).map((at) => ({
|
||||
...at,
|
||||
autotileId: stroke.autotileId,
|
||||
}))
|
||||
: stroke.edits;
|
||||
if (edits.length > 0)
|
||||
this.state.execute(
|
||||
new PaintTilesCommand(
|
||||
stroke.assetId,
|
||||
stroke.layerId,
|
||||
edits,
|
||||
stroke.tool === 'erase' ? 'Erase tiles' : 'Paint tiles',
|
||||
),
|
||||
);
|
||||
else this.state.preview();
|
||||
this.redraw();
|
||||
}
|
||||
|
||||
protected override onItemPointerDown(objectId: string, e: FederatedPointerEvent): void {
|
||||
if (e.button !== 0) return;
|
||||
const holder = this.resolved();
|
||||
@@ -273,6 +447,9 @@ export class SceneViewport extends FreeViewport {
|
||||
this.state.toggleObject(holder.id, objectId);
|
||||
return;
|
||||
}
|
||||
// A painting tool on the selected tilemap: the press starts a stroke instead of a move.
|
||||
const target = this.paintTargetOf(objectId);
|
||||
if (target && this.startStroke(target, holder.id, e)) return;
|
||||
// Clicking a selected object keeps the selection so the whole group can be dragged.
|
||||
if (!this.state.selectedObjectIds.includes(objectId))
|
||||
this.state.select(objectSelection(holder.id, [objectId]));
|
||||
@@ -447,6 +624,52 @@ export class SceneViewport extends FreeViewport {
|
||||
.stroke({ width: 1, color });
|
||||
}
|
||||
|
||||
/**
|
||||
* While a painting tool is chosen, the selected tilemap shows its cells – without the grid one
|
||||
* paints blind – and a rectangle drag shows the box it would fill.
|
||||
*/
|
||||
private drawPaintOverlay(items: DrawItem[], view: View): void {
|
||||
const s = this.state.selection;
|
||||
if (this.state.tilemapPaint.tool === 'select' || s?.kind !== 'object') return;
|
||||
const item = items.find((i) => i.id === s.objectId && i.type === 'tilemap');
|
||||
if (!item) return;
|
||||
const tile = tilemapTileSize(item.props);
|
||||
const columns = tilemapColumns(item.props);
|
||||
const rows = tilemapRows(item.props);
|
||||
const corner = (x: number, y: number): Vec2 => {
|
||||
const at = cellOrigin(item.props, x, y);
|
||||
return worldToScreen(
|
||||
view,
|
||||
item.m.tx + at.x * item.m.a + at.y * item.m.c,
|
||||
item.m.ty + at.x * item.m.b + at.y * item.m.d,
|
||||
);
|
||||
};
|
||||
// Below this the lines are noise, exactly as the scene grid is (see `syncGrid`).
|
||||
if (tile * view.scale >= MIN_GRID_STEP) {
|
||||
for (let x = 0; x <= columns; x++) {
|
||||
const a = corner(x, 0);
|
||||
const b = corner(x, rows);
|
||||
this.gizmos.moveTo(a.x, a.y).lineTo(b.x, b.y);
|
||||
}
|
||||
for (let y = 0; y <= rows; y++) {
|
||||
const a = corner(0, y);
|
||||
const b = corner(columns, y);
|
||||
this.gizmos.moveTo(a.x, a.y).lineTo(b.x, b.y);
|
||||
}
|
||||
this.gizmos.stroke({ width: 1, color: Theme.colors.gizmo, alpha: 0.25 });
|
||||
}
|
||||
const stroke = this.stroke;
|
||||
if (!stroke || stroke.tool !== 'rect') return;
|
||||
const x0 = Math.min(stroke.from.x, stroke.to.x);
|
||||
const y0 = Math.min(stroke.from.y, stroke.to.y);
|
||||
const x1 = Math.max(stroke.from.x, stroke.to.x) + 1;
|
||||
const y1 = Math.max(stroke.from.y, stroke.to.y) + 1;
|
||||
this.gizmos
|
||||
.poly([corner(x0, y0), corner(x1, y0), corner(x1, y1), corner(x0, y1)], true)
|
||||
.fill({ color: Theme.colors.accent, alpha: 0.2 })
|
||||
.stroke({ width: 2, color: Theme.colors.accent });
|
||||
}
|
||||
|
||||
private screenCorners(corners: readonly Vec2[], view: View): Vec2[] {
|
||||
return corners.map((c) => worldToScreen(view, c.x, c.y));
|
||||
}
|
||||
@@ -476,6 +699,7 @@ export class SceneViewport extends FreeViewport {
|
||||
}
|
||||
}
|
||||
this.drawDropPreview(view);
|
||||
this.drawPaintOverlay(items, view);
|
||||
const m = this.marquee;
|
||||
if (m?.active) drawBand(this.gizmos, m.start, m.current);
|
||||
}
|
||||
|
||||
@@ -29,7 +29,9 @@ import {
|
||||
placeNode,
|
||||
syncSpriteMesh,
|
||||
} from '../../viewport/symbols';
|
||||
import { cellCentre, TilemapField } from '../../viewport/tilemap';
|
||||
import { textureLibrary } from '../../viewport/TextureLibrary';
|
||||
import { gameClock } from '../../core/time';
|
||||
import { type View, worldBounds, worldToScreen } from '../../viewport/view';
|
||||
|
||||
export interface Frame {
|
||||
@@ -53,6 +55,8 @@ export abstract class WorldViewport extends Widget {
|
||||
private readonly sprites = new Map<string, Mesh>();
|
||||
/** The drawn particles of each source, one container – and one draw call – per source. */
|
||||
private readonly fields = new Map<string, ParticleField>();
|
||||
/** The meshes of each placed tilemap, one container per map. */
|
||||
private readonly tilemaps = new Map<string, TilemapField>();
|
||||
private visibleCount = 0;
|
||||
private animated = false;
|
||||
protected lastItems: DrawItem[] = [];
|
||||
@@ -245,6 +249,7 @@ export abstract class WorldViewport extends Widget {
|
||||
this.syncText(item, onScreen, view.scale);
|
||||
this.syncSprite(item, onScreen, size, shaders);
|
||||
this.syncParticles(item, onScreen, shaders);
|
||||
this.syncTilemap(item, onScreen);
|
||||
if (!onScreen) continue;
|
||||
this.visibleCount++;
|
||||
drawItem(node, item, size, view.scale * scaleOf(placementOf(item.type, item.m)));
|
||||
@@ -259,6 +264,8 @@ export abstract class WorldViewport extends Widget {
|
||||
this.sprites.delete(id);
|
||||
this.fields.get(id)?.destroy();
|
||||
this.fields.delete(id);
|
||||
this.tilemaps.get(id)?.destroy();
|
||||
this.tilemaps.delete(id);
|
||||
node.destroy();
|
||||
this.nodes.delete(id);
|
||||
this.disposeDecorations(id);
|
||||
@@ -284,6 +291,8 @@ export abstract class WorldViewport extends Widget {
|
||||
if (text) this.objects.addChild(text);
|
||||
const field = this.fields.get(item.id);
|
||||
if (field) this.objects.addChild(field.container);
|
||||
const tilemap = this.tilemaps.get(item.id);
|
||||
if (tilemap) this.objects.addChild(tilemap.container);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -323,6 +332,49 @@ export abstract class WorldViewport extends Widget {
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* A painted map, drawn from its own meshes. It keeps redrawing the view while an animated
|
||||
* autotile is on it, the same way a Time shader does.
|
||||
*/
|
||||
private syncTilemap(item: DrawItem, onScreen: boolean): void {
|
||||
let field = this.tilemaps.get(item.id);
|
||||
if (item.type !== 'tilemap' || !item.tilemap || !onScreen) {
|
||||
if (field) field.container.visible = false;
|
||||
return;
|
||||
}
|
||||
if (!field) {
|
||||
field = new TilemapField();
|
||||
this.tilemaps.set(item.id, field);
|
||||
this.objects.addChild(field.container);
|
||||
}
|
||||
field.container.visible = true;
|
||||
field.sync(item, textureLibrary, gameClock.now);
|
||||
if (field.animated) this.animated = true;
|
||||
}
|
||||
|
||||
/** Where the centre of one cell of a placed tilemap is on screen, so a check can sample it. */
|
||||
cellScreen(objectId: string, x: number, y: number): Vec2 | null {
|
||||
const view = this.currentView();
|
||||
const item = this.lastItems.find((i) => i.id === objectId);
|
||||
if (!view || !item || item.type !== 'tilemap') return null;
|
||||
const centre = cellCentre(item, x, y);
|
||||
const local = worldToScreen(view, centre.x, centre.y);
|
||||
const origin = this.getGlobalPosition();
|
||||
return { x: origin.x + local.x, y: origin.y + local.y };
|
||||
}
|
||||
|
||||
/** What a placed tilemap drew last redraw: how many meshes, and how many cells in them (test hook). */
|
||||
tilemapInfo(objectId: string): { drawCalls: number; tiles: number; layers: number } | null {
|
||||
const field = this.tilemaps.get(objectId);
|
||||
const item = this.lastItems.find((i) => i.id === objectId);
|
||||
if (!field || !field.container.visible || !item?.tilemap) return null;
|
||||
return {
|
||||
drawCalls: field.drawCalls,
|
||||
tiles: item.tilemap.layers.reduce((sum, layer) => sum + layer.tiles.length, 0),
|
||||
layers: item.tilemap.layers.length,
|
||||
};
|
||||
}
|
||||
|
||||
private syncSprite(item: DrawItem, onScreen: boolean, size: Size, shaders: ShaderSource): void {
|
||||
let sprite = this.sprites.get(item.id);
|
||||
if (item.type !== 'sprite' || !onScreen) {
|
||||
|
||||
Reference in new issue
Block a user