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main ... v0.1.1

52 changed files with 331 additions and 1290 deletions

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@ -1,7 +1,7 @@
--Manage the AI nodes used by DEFCON.
local bmp = require 'map.bmp'
local bmp = require 'bmp'
local lg = assert( love.graphics )
local locationQuery = require 'map.locationQuery'
local locationQuery = require 'locationQuery'
local t = setmetatable( {}, {__index = locationQuery } )
local print = print
@ -17,14 +17,6 @@ function aiNode:formatDisplayInfo()
]]):format( self.idx, self.x, self.y, tostring(self.attacking) )
end
function aiNode:add()
end
function aiNode:moveTo( x, y )
end
function t.load( filename )
local img, imgd = bmp.load( filename )
local nodes = {
@ -90,8 +82,4 @@ function t.save( nodes )
return bmp.ai( nodes.all )
end
function t.newNode( isAttacking )
end
return t

View File

@ -16,7 +16,6 @@ function test.load( filename )
print( "LOADING BITMAP: ", filename, imgd:getSize(), imgd:getFormat(), imgd:getDimensions() )
local img = love.graphics.newImage( imgd )
img:setFilter( "nearest", "nearest" )
img:setWrap( "repeat", "clampzero" )
return img, imgd
end
@ -104,16 +103,6 @@ local formats = {
w = 512,
h = 285,
},
["blur"] = {
header = getHeader( "data/graphics/blur.bmp" ),
w = 512,
h = 285,
},
["screenshot"] = {
header = getHeader( "screenshot.bmp" ),
w = 256,
h = 128,
},
}
function formats.ai:test( )
@ -255,63 +244,40 @@ function formats.sailable:test()
print "sailable OK"
end
function formats.sailable:encode( data )
local w, h = self.w, self.h
local bytes = { self.header:sub( 1, -2 ) }
local i = 2
do --sailable
local reversePalette = {}
for eight, four in pairs( formats.sailable.palette ) do
reversePalette[ four ] = eight
end
--take the red channel in float [0, 1] format
--expand it to a byte, then quantize it to 4 bits
--according to the sailable palette
local function sailableQuantize( r )
if r == 0 then return 0 end
if r >= 1 then return 15 end
r = math.floor( r * 255 )
for four = 1, #reversePalette do
if reversePalette[ four ] > r then return four end
--y coordinates are written top to bottom
for y = h - 1, 0, -1 do
for x = 0, w - 1 do
bytes[i] = assert( self.palette[ math.floor( data:getPixel(x, y) * 255 )] )
i = i + 1
end
error( "Could not quantize sailable.bmp!" )
end
function formats.sailable:encode( data )
local w, h = self.w, self.h
local bytes = { self.header:sub( 1, -2 ) }
local i = 2
--y coordinates are written top to bottom
for y = h - 1, 0, -1 do
for x = 0, w - 1 do
bytes[i] = sailableQuantize( data:getPixel(x, y) )
i = i + 1
end
end
--fold into 4-bit pixel array
local nybbles = { bytes[1] }
for j = 2, #bytes / 2 do
local a, b = bytes[ 2 * j ], bytes[ 2 * j + 1 ]
nybbles[j] = string.char( 16 * a + b )
end
return table.concat( nybbles )
--fold into 4-bit pixel array
local nybbles = { bytes[1] }
for j = 2, #bytes / 2 do
local a, b = bytes[ 2 * j ], bytes[ 2 * j + 1 ]
nybbles[j] = string.char( 16 * a + b )
end
function formats.africa:test()
print "testing africa"
local filename = "data/earth/africa.bmp"
local img, imgd = test.load( filename )
local encoded = self:encode( imgd )
love.filesystem.write( "africa_out.bmp", encoded )
test.compareData( love.filesystem.read( filename ), encoded )
print "africa OK"
end
return table.concat( nybbles )
end
function formats.africa:test()
print "testing africa"
local filename = "data/earth/africa.bmp"
local img, imgd = test.load( filename )
local encoded = self:encode( imgd )
love.filesystem.write( "africa_out.bmp", encoded )
test.compareData( love.filesystem.read( filename ), encoded )
print "africa OK"
end
function formats.africa:encode( data )
local w, h = self.w, self.h
local bytes = { self.header:sub( 1, -3 ) }
@ -327,24 +293,11 @@ function formats.africa:encode( data )
return table.concat( bytes )
end
function formats.screenshot:encode( data )
return formats.territory.encode( self, data )
end
--this one was 8-bit grayscale in the original game
--but we're going to increase the bit depth to 24 because
--the game can render colours in blur.bmp just fine
--and we want to render tinted radar ranges into that file
function formats.blur:encode( data )
return formats.territory.encode( self, data )
end
function t.load( filename )
local imgd = love.image.newImageData( filename )
print( "LOADING BITMAP: ", filename, imgd:getSize(), imgd:getFormat(), imgd:getDimensions() )
local img = love.graphics.newImage( imgd )
img:setFilter( "nearest", "nearest" )
img:setWrap( "repeat", "clampzero" )
return img, imgd
end

View File

@ -2,16 +2,14 @@ local lg = love.graphics
local t = {
name = "",
tooltip = "",
tooltip = "button",
icon = false,
lit = false,
x = 8,
y = 250,
w = 13 * 28 - 4,
w = 176,
h = 24,
group = false,
visible = false,
align = "center",
visible = true,
callback = function( self ) return print( "clicked button: ", self.name, self.x, self.y, self.w, self.h, self.visible ) end
}
t.selected, t.next, t.prev = t, t, t
@ -31,22 +29,18 @@ function t.new( b )
return b
end
function t.highlight( b )
lg.rectangle( "fill", b.x, b.y, b.w, b.h )
end
local drawPassOngoing = false
function t.draw( b )
if b == t then
drawPassOngoing = not( drawPassOngoing )
if not drawPassOngoing then return end
elseif b.visible then
lg.rectangle( "line", b.x, b.y, b.w, b.h )
lg.rectangle( "line", b.x, b.y, b.w, b.h, 6 )
lg.printf( b.name,
b.x + (b.icon and b.h or 0),
b.y + 0.5 * ( b.h - lg.getFont():getHeight() ),
b.w - (b.icon and b.h or 0),
b.align )
"center" )
if b.icon then
local h = b.icon:getHeight()
lg.draw( b.icon,
@ -54,8 +48,8 @@ function t.draw( b )
0,
b.h / h )
end
if b.lit or t.selected == b then
b:highlight()
if t.selected == b then
lg.rectangle( "fill", b.x, b.y, b.w, b.h, 6 )
end
end
return t.draw( b.next )
@ -80,9 +74,7 @@ end
function t.selectNextInGroup()
--make sure our group is visible, otherwise the loop doesn't end
local group = t.selected
group = group and t.selected.visible
group = group and t.selected.group
local group = t.selected and t.selected.visible and t.selected.group
if not group then return t.selectNext() end
repeat t.selectNext() until group == t.selected.group
end
@ -94,27 +86,15 @@ function t.selectPrevInGroup()
repeat t.selectPrev() until group == t.selected.group
end
--show/hide all buttons in a group
--passing hide=true will hide the group, hide=false or nil will show the group
--solo=true will hide all buttons outside the group
function t.displayGroup( group, hide, solo )
function t.displayGroup( group, show )
local b = t
repeat
b = b.next
local inGroup = (group == b.group)
if solo or inGroup then
b.visible = not(hide) and inGroup
end
b.visible = ( b.group == group )
until b == t
t.visible = true
end
function t.mousepressed( x, y )
if t.selected and t.selected:contains( x, y ) then
return t.selected:callback()
end
end
function t.deselect( b )
t.selected = t
end

View File

@ -3,7 +3,7 @@ local tfTerritory = love.math.newTransform()
local tfNodes = love.math.newTransform()
local lg = assert( love.graphics )
local Camera = {
x = 0, y = 70,
x = -90, y = 45,
w = 360, h = 200,
zoom = 1, tf = tf,
tfTerritory = tfTerritory, tfNodes = tfNodes }
@ -37,9 +37,7 @@ end
function Camera.Translate( x, y )
x = x or 0
y = y or 0
return Camera.Set(
math.max(-360, math.min(360, Camera.x + x)),
math.max(-140, math.min(140, Camera.y + y)), Camera.w, Camera.h)
return Camera.Set( math.max(-180, math.min(360, Camera.x + x)), math.min(100, Camera.y + y), Camera.w, Camera.h)
end
--In world coordinates: top left corner at x, y, extent of 1/w, 1/h.
@ -50,17 +48,14 @@ function Camera.Set( x, y, w, h )
tf:scale( w / 360, -h / 200 )
tf:translate( 180 - x, -y - 100 )
tfTerritory:reset()
tfTerritory:scale( w / 512, h / 285 )
tfTerritory:translate( -x * 512 / 360, y * 512 / 360 )
tfNodes:reset()
tfNodes:scale( w / 360, -h / 200 )
tfNodes:translate( 180 - x , -y - 100 )
--tfNodes:translate( -x * 800 / 360, y * 400 / 200 )
end
function Camera.Resize( w, h )

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@ -6,14 +6,13 @@ local table = table
local tonumber = tonumber
local lfs = love.filesystem
local lg = love.graphics
local locationQuery = require 'map.locationQuery'
local locationQuery = require 'locationQuery'
local cities
local points = {}
local caps = {}
t.selected = nil
t.selectionLocked = false
local invisible = 10000 --sentinel value outside the draw rectangle
function t.lockSelection()
t.selectionLocked = true
@ -54,65 +53,6 @@ function city:formatDisplayInfo()
CAPITAL: %s]]):format( self.name, self.country, self.x, self.y, self.pop, tostring(self.capital) )
end
function city:delete()
print( "deleting city:", self.name )
self.deleted = true
if self.capital then
caps[ self.caps ] = invisible
caps[ self.caps + 1] = invisible
end
points[ self.points ] = invisible
points[ self.points + 1] = invisible
end
function city:add()
local n = #cities + 1
cities[ n ] = self
self.n = n
local idxPoints = #points + 1
self.points = idxPoints
points[ idxPoints ], points[ idxPoints + 1 ] = self.x, self.y
end
function city:moveTo(x, y)
self.x, self.y = x, y
if self.points then
points[ self.points ] = x
points[ self.points + 1 ] = y
end
if self.capital then
caps[ self.caps ] = x
caps[ self.caps + 1 ] = y
end
end
function city:toggleCapital()
if self.capital then
self.capital = false
caps[ self.caps ] = invisible
caps[ self.caps + 1 ] = invisible
else
self.capital = true
local idx = #caps + 1
caps[ idx ] = self.x
caps[ idx + 1 ] = self.y
self.caps = idx
end
end
function t.newCity( tbl )
return setmetatable({
name = "",
country = "",
x = 0,
y = 0,
pop = 0,
capital = false,
}, citymt )
end
function t.load( filename )
print( "=== LOADING CITIES. ===" )
@ -130,11 +70,10 @@ function t.load( filename )
if capital then --check against empty or malformed line
x, y, pop, capital = tonumber( x ), tonumber( y ), tonumber( pop ), ( tonumber( capital ) > 0)
local city = setmetatable({
name = line:sub( 1, 39 ):gsub("%s+$",""),
country = line:sub( 42, 82 ):gsub("%s+$",""),
x = x, y = y, pop = pop, capital = capital,
n = n, points = idxPts, caps = capital and idxCaps
}, citymt )
name = line:sub( 1, 39 ):gsub("%s+$",""),
country = line:sub( 42, 82 ):gsub("%s+$",""),
x = x, y = y, pop = pop, capital = capital
}, citymt )
cities[n] = city
n = n + 1
@ -160,13 +99,9 @@ end
function t.save( cities )
local str = {}
local i = 1
for _, city in ipairs( cities ) do
if not city.deleted then
str[i] = ("%-41s%-41s%-14f%-14f%-19d %d"):format(
city.name, city.country, city.x, city.y, city.pop, city.capital and 1 or 0 )
i = i + 1
end
for n, city in ipairs( cities ) do
str[n] = ("%-41s%-41s%-14f%-14f%-19d %d"):format(
city.name, city.country, city.x, city.y, city.pop, city.capital and 1 or 0 )
end
return assert(table.concat( str, "\n" ))
end

View File

@ -12,7 +12,7 @@ function love.conf(t)
t.window.title = "dcEarth" -- The window title (string)
t.window.icon = "icons/favicon.png" -- Filepath to an image to use as the window's icon (string)
t.window.width = 1024 -- The window width (number)
t.window.width = 800 -- The window width (number)
t.window.height = 640 -- The window height (number)
t.window.borderless = false -- Remove all border visuals from the window (boolean)
t.window.resizable = true -- Let the window be user-resizable (boolean)

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@ -17,7 +17,14 @@ local exists, mkdir, PATH_SEPARATOR
if ffi.os == "Windows" then
ffi.cdef[[
bool CreateDirectoryA(const char *path, void *lpSecurityAttributes);
int _access(const char *path, int mode);
]]
function exists(path)
assert(type(path) == "string", "path isn't a string")
local result = C._access(path, 0) -- Check existence
return result == 0
end
function mkdir(path, _)
assert(type(path) == "string", "path isn't a string")
if not C.CreateDirectoryA(path, nil) then
@ -29,7 +36,13 @@ if ffi.os == "Windows" then
elseif ffi.os == "Linux" or ffi.os == "OSX" then
ffi.cdef[[
int mkdir(const char *path, int mode);
int access(const char *path, int amode);
]]
function exists(path)
assert(type(path) == "string", "path isn't a string")
local result = C.access(path, 0) -- Check existence
return result == 0
end
function mkdir(path, mode)
assert(type(path) == "string", "path isn't a string")
local mode = tonumber(mode or "755", 8)
@ -81,18 +94,6 @@ local function mkdirs(path)
end
end
--- Check if a file or directory exists in this path
function exists(file)
local ok, err, code = os.rename(file, file)
if not ok then
if code == 13 then
-- Permission denied, but it exists
return true
end
end
return ok, err
end
return {
exists = exists,
join = join,

View File

@ -12,7 +12,7 @@ function polygon:formatDisplayInfo()
y: %f
X: %f
Y: %f
Length: %d]]):format( self.x, self.y, self.X, self.Y, #self / 4 )
N: %d]]):format( self.x, self.y, self.X, self.Y, #self )
end
function polygon:drawDirection()
@ -73,9 +73,8 @@ function t.selectNearest( lines, wx, wy )
poly.X + 5 > wx and
poly.y - 5 < wy and
poly.Y + 5 > wy then
for k = 1, #poly - 3, 4 do
--find the midpoint of each line segment
local x, y = 0.5 * (poly[k] + poly[k + 2]), 0.5 * (poly[k + 1] + poly[k + 3])
for k = 1, #poly, 2 do
local x, y = poly[k], poly[k + 1]
local r = ( x - wx ) * ( x - wx ) + ( y - wy ) * ( y - wy )
if r < d then
d = r
@ -88,14 +87,11 @@ function t.selectNearest( lines, wx, wy )
end
function t.save( lines )
local str = { "b" } --initial B
local str = { "b" }
for i, poly in ipairs( lines ) do
str[i + 1] = table.concat( poly, " " )
end
--concatenate into one big string, one line per polygon
--then put each pair of numbers on their own line (without concatenating)
--we use CRLF line breaks here because that's what's in the original game files
str = table.concat( str, "\13\nb\13\n" ):gsub("(%S+) (%S+) ", "%1 %2\13\n")
str = table.concat( str, "\nb\n" ):gsub("(%S+) (%S+) ", "%1 %2\n")
return str
end

View File

@ -1,9 +1,9 @@
local love = assert( love, "This tool requires LOVE: love2d.org" )
--assert( require('mobdebug') ).start() --remote debugger
local map = require 'map.map'
local button = require 'ui.button'
local mainmenu = require 'ui.menu.mainmenu'
local Camera = require 'ui.camera'
local map = require 'map'
local button = require 'button'
require 'mainmenu'
local Camera = require 'camera'
function love.load()
love.filesystem.setIdentity( "dcearth", false )
@ -20,10 +20,6 @@ function love.directorydropped( path )
return map.load( path )
end
function love.filedropped( path )
end
function love.update( dt )
local tx, ty = 0, 0
local moveCamera = false
@ -48,7 +44,29 @@ function love.draw()
map.draw()
love.graphics.pop()
mainmenu.draw()
--Status bar.
local x, y = love.mouse.getPosition()
local wx, wy = Camera.GetWorldCoordinate( x, y )
local bx, by = Camera.GetBitmapCoordinate( x, y )
local h = love.graphics.getHeight() - 60
love.graphics.setColor( 0, 0, 0, 0.9 )
love.graphics.rectangle( "fill", 0, 0, 250, love.graphics.getHeight() )
love.graphics.setColor( 1, 1, 1, 1 )
love.graphics.print(([[
SCREEN %-12d %-12d
WORLD %-12.2f%-12.2f
BITMAP %-12d %-12d
%s]]):format(x, y, wx, wy, bx, by, map.editLayer and map.editLayer.filename or ""), 0, 0)
if map.selected then love.graphics.print( map.selected:formatDisplayInfo(), 0, 80 ) end
if map.selectionLocked then end
love.graphics.rectangle( "line", 0, 0 , 250, 218 )
love.graphics.rectangle( "line", 0, 218, 250, love.graphics.getHeight() )
love.graphics.setColor( 1, 1, 1, 0.6 )
button:draw()
end
function love.resize(w, h)
@ -62,29 +80,31 @@ end
function love.mousepressed( x, y, mouseButton, istouch, presses )
local wx, wy = Camera.GetWorldCoordinate( x, y )
return button.mousepressed( x, y )
if button.selected and button.selected:contains( x, y ) then
print( ("MOUSE\tx %f\ty %f\twx %f\twy %f"):format(x, y, wx, wy) )
button.callback( button.selected )
return button.selected:callback()
end
end
function love.mousemoved( x, y, dx, dy, istouch )
if not map.loaded then return end
--mouse over menu
if y < mainmenu.menuHeight then
button.selectIn( x, y )
--mouse on map
else
if map.selectionLocked then return end
if map.editLayer and map.editLayer.selectNearest then
map.selected = map.editLayer:selectNearest( Camera.GetWorldCoordinate( x, y ) )
end
button.selectIn( x, y )
--mouse on map
if map.selectionLocked then return end
if map.editLayer and map.editLayer.selectNearest then
map.selected = map.editLayer:selectNearest( Camera.GetWorldCoordinate( x, y ) )
end
end
function love.keypressed(key, code, isRepeat)
if code == "up" then return button.selectPrev() end
if code == "down" then return button.selectNext() end
if code == "right" then return button.selectNextInGroup() end
if code == "left" then return button.selectPrevInGroup() end
if code == "left" then return button.selectPrev() end
if code == "right" then return button.selectNext() end
if code == "down" then return button.selectNextInGroup() end
if code == "up" then return button.selectPrevInGroup() end
if code == "return" then return button.selected:callback() end
if key == "c" then
@ -92,6 +112,9 @@ function love.keypressed(key, code, isRepeat)
end
end
function love.textinput()
do
end

142
mainmenu.lua Normal file
View File

@ -0,0 +1,142 @@
local love = assert( love )
local button = require 'button'
local savemodal = require 'savemodal'
local map = require 'map'
button.new{ name = "SAVE", y = 222, callback = savemodal.start, icon = love.graphics.newImage( "icons/save.png" )}
button.new{ name = "UNDO", y = 250, callback = map.undo, icon = love.graphics.newImage( "icons/undo.bmp" ) }
local tools
local layerButtons = {}
local function back( self )
for k, button in pairs( tools ) do button.visible = false end
for k, button in pairs( layerButtons ) do button.visible = true end
self.visible = false
map.editLayer = false
end
local backButton = button.new{
name = "UP",
visible = false,
y = 250 + button.h + 4,
icon = love.graphics.newImage( "icons/up.bmp" ),
callback = back,
}
local function toolCallback( self )
local f = (map.layers[self.layer])[self.name]
if f then return f(self) end
end
tools = {
button.new{ name = "SELECT"},
button.new{ name = "ERASE",},
button.new{ name = "MOVE", },
button.new{ name = "ADD", },
button.new{ name = "EDIT", },
button.new{ name = "DRAW", },
}
for i, v in ipairs( tools ) do
v.callback = toolCallback
v.y = 250 + (v.h + 4) * ( i + 1 )
v.visible = false
end
local layers = {
{ name = "AF", layer = "africa" },
{ name = "EU", layer = "europe" },
{ name = "NA", layer = "northamerica" },
{ name = "SA", layer = "southamerica" },
{ name = "AS", layer = "southasia" },
{ name = "RU", layer = "russia" },
{ name = "PATH", layer = "travelnodes" },
{ name = "AI", layer = "ainodes" },
{ name = "CITY", layer = "cities" },
{ name = "COAST", layer = "coastlines" },
{ name = "LOW", layer = "coastlinesLow"},
{ name = "INT", layer = "international"},
{ name = "SAIL", layer = "sailable" },
}
local showButtons = {}
local visibilityIcon = love.graphics.newImage( "icons/eye.bmp" )
local function updateVisibilityIcons()
for i = 1, #showButtons do
showButtons[i].icon = map.layers[ showButtons[i].layer ].visible and visibilityIcon
end
end
local function toggleVisibleLayer( self )
if not (self and self.layer) then return end
local ml = map.layers[ self.layer ]
ml.visible = not( ml.visible )
return updateVisibilityIcons()
end
local soloIcon = false--love.graphics.newImage( "icons/eye.bmp" )
local function soloVisibleLayer( self )
for k, layer in pairs( map.layers ) do
print( "invisible layer, map:", k, layer)
layer.visible = false
end
map.layers[ self.layer ].visible = true
return updateVisibilityIcons()
end
local function editLayer( self )
map.editLayer = map.layers[ self.layer ]
map.editLayer.visible = true
for k, button in pairs( layerButtons ) do button.visible = false end
for k, button in pairs( tools ) do
button.visible = true
button.layer = self.layer
end
backButton.visible = true
print( "EDITING LAYER", self.layer )
return updateVisibilityIcons()
end
local function copy( i, target )
for k, v in pairs( layers[i] ) do
target[k] = target[k] or v
end
return target
end
local y = 250
local soloButtons = {}
local editButtons = {}
for i = 1, #layers do
editButtons[i] = button.new( copy( i, {
x = 8,
y = y + (button.h + 4) * i,
w = 112,
callback = editLayer,
group = "edit",
}))
layerButtons[ 3 * i - 2 ] = editButtons[i]
showButtons[i] = button.new( copy( i, {
x = 128,
y = y + (button.h + 4) * i,
w = 24,
name = "",
callback = toggleVisibleLayer,
icon = visibilityIcon,
group = "show",
}))
layerButtons[ 3 * i - 1 ] = showButtons[i]
soloButtons[i] = button.new( copy( i, {
x = 160,
y = y + (button.h + 4) * i,
w = 24,
name = "S",
callback = soloVisibleLayer,
icon = soloIcon,
group = "solo",
}))
layerButtons[ 3 * i ] = soloButtons[i]
end

View File

@ -1,15 +1,13 @@
local love = assert( love )
local io = io
local coroutine = coroutine
local mkdir = assert( require 'lib.mkdir' )
local lg = love.graphics
local AI = require 'map.ai'
local Cities = require 'map.cities'
local Lines = require 'map.lines'
local Nodes = require 'map.travelNodes'
local Camera = require 'ui.camera'
local Territory = require 'map.territory'
local Blur = require 'map.blur'
local AI = require 'ai'
local Cities = require 'cities'
local Lines = require 'lines'
local Nodes = require 'travelNodes'
local Camera = require 'camera'
local Territory = require 'territory'
--flat list of editable layers for convenience
local layers = {
@ -26,7 +24,6 @@ local layers = {
sailable = false,
ainodes = false,
cities = false,
blur = false,
}
local map = {
@ -53,28 +50,9 @@ local map = {
travelnodes = false,
sailable = false,
ainodes = false,
cities = false,
blur = false,
cities = false
}
function map.reloadLayer( path )
--Shouldn't call this before the map loads, but just in case
if not map.loaded then return end
for name, layer in pairs( layers ) do
if layer.filename and
(layer.filename:gsub( ".+[\\/]", "") == path.filename:gsub( ".+[\\/]", "" )) then
local newLayer = layer:load( path )
newLayer.filename = layer.filename --we don't store the full path in there
map[ name ] = newLayer
layers[ name ] = newLayer
return layer.filename
end
end
return
end
function map.load( path )
map.background = lg.newImage( "/data/graphics/blur.bmp" )
map.cities = Cities.load( "/data/earth/cities.dat" )
@ -84,7 +62,6 @@ function map.load( path )
map.sailable = Territory.load( "/data/earth/sailable.bmp", "sailable" )
map.travelnodes = Nodes.load( "/data/earth/travel_nodes.bmp", map.sailable.isSailable ) --travel node adjacency matrix depends on sailable bitmap
map.ainodes = AI.load( "/data/earth/ai_markers.bmp" )
map.blur = Blur.load( "/data/graphics/blur.bmp", map )
for k, v in pairs(map.territory) do
map.territory[k] = Territory.load( "/data/earth/"..k..".bmp", k )
end
@ -98,7 +75,6 @@ function map.load( path )
end
function map.draw()
love.graphics.setScissor( 0, 200, love.graphics.getWidth(), love.graphics.getHeight() - 200 )
lg.clear( 0, 0, 0, 1 )
if not map.loaded then return end
@ -108,31 +84,31 @@ function map.draw()
lg.setBlendMode( "add" )
lg.setColor( 1, 1, 1, 0.2 )
--lg.draw( map.background )
lg.draw( map.background )
lg.setColor( 1, 1, 1, 0.5 )
local sh = require 'shaders.sailable'
lg.setShader( sh )
sh:send( "lowBorder", 60 )
sh:send( "highBorder", 130 )
for k, v in pairs(map.territory) do
if v.visible then
v:draw()
--[[lg.setLineWidth( 1 / Camera.zoom )
lg.setLineWidth( 1 / Camera.zoom )
v:drawBorder( "land" )
lg.setLineWidth( 3 / Camera.zoom )
v:drawBorder( "sea" )]]
v:drawBorder( "sea" )
end
end
if map.sailable.visible then
sh:send( "lowBorder", 20 )
sh:send( "highBorder", 60 )
lg.setShader( require 'shaders.sailable' )
map.sailable:draw()
lg.setLineJoin( "none" )
lg.setLineWidth( 1 / Camera.zoom )
lg.setColor( 1, 1, 1, 0.5)
map.sailable:drawBorder( "sailable" )
lg.setLineWidth( 3 / Camera.zoom )
map.sailable:drawBorder( "placeable" )
end
lg.setShader()
lg.setBlendMode( "alpha" )
lg.setColor( 1, 1, 1, 1 )
end
@ -205,42 +181,26 @@ function map.draw()
end
do
local function write( filename, string )
local file = assert( io.open( filename, "wb" ) )
assert( file:write( string ) )
assert( file:flush() ) --your toilet is set to stun, not kill
file:close()
local function write( filename, string )
print( "Writing", string:len(), "bytes to", filename )
local file = assert( io.open( filename, "wb" ) )
assert( file:write( string ) )
assert( file:flush() ) --your toilet is set to stun, not kill
file:close()
end
function map.save()
--should be cross platform-ish
for _, folder in ipairs{ "/data/", "/data/earth/", "/data/graphics/" } do
assert( mkdir.exists( map.path ) )
local path = map.path..folder
if not mkdir.exists( path ) then mkdir.mkdir( path ) end
end
local function save()
--should be cross platform-ish.
--race condition, unfortunately.
--maybe we should do this on part on load, then keep a lockfile open in each of these folders
for _, folder in ipairs{ "/data/", "/data/earth/", "/data/graphics/" } do
coroutine.yield( "Creating folder ".. folder )
assert( mkdir.exists( map.path ), map.path )
local path = map.path..folder
if not mkdir.exists( path ) then mkdir.mkdir( path ) end
end
local files = {}
--Write everything to strings first, in case there are errors we don't want to half-write the map
for k, layer in pairs( layers ) do
coroutine.yield( "Exporting layer ".. k )
files[ map.path..tostring( layer.filename ) ] = assert( layer:save() )
end
for filename, str in pairs( files ) do
coroutine.yield( "Writing ".. filename )
write( filename, str )
end
coroutine.yield() --yield nothing to indicate we're done
return save() --save again
--OK back to normal
for k, layer in pairs( layers ) do
write( map.path..tostring( layer.filename ), assert( layer:save() ) )
end
map.save = coroutine.wrap( save )
end
function map.hover(x, y)
@ -251,17 +211,4 @@ function map.undo()
print( "=== UNDO ===" )
end
function map.setEditLayer( layerName )
if not layerName then
map.editLayer = nil
for name, layer in pairs( layers ) do layer.visible = true end
else
for name, layer in pairs( layers ) do
layer.visible = false
end
map.editLayer = layers[ layerName ]
if map.editLayer then map.editLayer.visible = true end
end
end
return map

View File

@ -1,113 +0,0 @@
local love = assert( love )
local lg = love.graphics
local lt = love.timer
local coroutine = assert( coroutine )
local bmp = require 'map.bmp'
local scale = 1
local w, h = scale * 512, scale * 285
local dilateShader = require 'shaders.dilate'
local finalCanvas = lg.newCanvas( w, h )
local canvas = lg.newCanvas( w, h )
local identityTransform = love.math.newTransform()
local tiles = {}
do
local sideLength = 4
local i = 1
for x = 1, sideLength do
for y = 1, sideLength do
local width = math.floor( w / sideLength )
local height = math.floor( h / sideLength )
tiles[i] = function() return
(x - 1) * width, (y - 1) * height,
width, height
end
i = i + 1
end
end
end
--the coroutine library doesn't reset all the global graphics state for us
--so this yield function does
local function y( s, currentTile )
lg.pop( "all" )
coroutine.yield( s )
lg.push( "all" )
lg.setCanvas( canvas )
lg.setShader( dilateShader )
lg.setScissor( currentTile() )
lg.setBlendMode( "add" )
end
local function renderRadar( map, filename )
local statusString = "%s: rendering %s radius\n %s\n %d/%d"
--we need this first push to the stack to keep y() simple
lg.push( "all" )
y( filename, tiles[1] )
--then we clear the whole canvas to opaque black, pause, and select the first tile
lg.setScissor()
lg.clear( 0, 0, 0, 1 )
dilateShader:send( "sailable", map.sailable.img )
for tile = 1, #tiles do
--dilate placeable land area by 30 degrees (radar radius)
dilateShader:send( "radius", math.floor( 512 * 30 / 360 ) )
for name, terr in pairs( map.territory ) do
y( statusString:format( filename, "radar", name, tile, #tiles ), tiles[tile] )
lg.setColor(
0.9 + terr.colour[1],
0.9 + terr.colour[2],
0.9 + terr.colour[3],
1 / 6 )
lg.draw( terr.img, 0, 0, 0, scale, scale )
end
--dilate placeable land area by 45 degrees (sub launch radius)
dilateShader:send( "radius", math.floor( 512 * 45 / 360 ) )
for name, terr in pairs( map.territory ) do
y( statusString:format( filename, "sub", name, tile, #tiles ), tiles[tile] )
lg.setColor(
0.9 + terr.colour[1],
0.9 + terr.colour[2],
0.9 + terr.colour[3],
1 / 12 )
lg.draw( terr.img, 0, 0, 0, scale, scale )
end
end
lg.setCanvas( finalCanvas )
lg.setScissor()
lg.setShader()
lg.clear( 0, 0, 0, 1 )
lg.setColor( 1, 1, 1, 1 )
lg.draw( canvas )
lg.pop( "all" )
coroutine.yield( ("%s: encoding image data"):format( filename ))
return bmp.blur( finalCanvas:newImageData() )
end
local t = {}
function t:save( )
return renderRadar( self.map, self.filename )
end
function t.load( filename, map )
t.filename = filename
t.map = map
return t
end
function t.draw()
lg.setScissor()
return lg.draw( canvas )
end
return t

View File

@ -1,19 +0,0 @@
local t = {}
t.options = {
Name = "New DEFCON Mod",
Version = "0.1",
Author = "DeFacto",
Website = "https://wan-may.art/dev/",
Comment = "DEFCON map made with dcEarth",
radarExport = true,
screenGenerator = true,
highDetail = true,
}
--parse and load metadata from mod.txt
function t.load( filename )
end
return t

View File

@ -1,5 +0,0 @@
Name New DEFCON Mod
Version 0.1
Author DeFacto
Website https://wan-may.art/dev/
Comment DEFCON map made with dcEarth

View File

@ -1,22 +1,12 @@
local love = assert( love )
local button = require( "ui.button" )
local button = require( "button" )
local t = {}
t.__index = t
local i = 0
function t.start( self )
print( "starting modal:", i + 1)
love.graphics.push( "all" )
love.graphics.setScissor(
self.x or 0,
self.y or 0,
self.w or love.graphics.getWidth(),
self.h or love.graphics.getHeight())
i = i + 1
t[i] = { modal = self }
t.previous = t[i]
t.current = self
t[i] = t[i] or {}
--store callbacks
for name in pairs( self ) do
@ -38,31 +28,21 @@ function t.stop( self )
--restore callbacks
for name in pairs( self ) do
if love[name] then
love[name] = t[i][name] or love[name]
love[name] = t[i][name]
end
end
--restore menus
local b = button
button.deselect()
button.selected = button
repeat
b = b.next
b.visible = t[i][b] or false
b.visible = t[i][b]
until b == button
t.current = t[i].modal
t[i] = nil
i = i - 1
t.previous = t[i - 1]
love.graphics.pop( "all" )
end
function t.exitAll()
if i < 1 then return end
i = 1
return t.stop( love )
end
function t.new( modal )

View File

@ -1,5 +1 @@
Map editor for DEFCON, the strategy game, written in LOVE2D, the engine.
Currently does not do anything besides read the files and write them back out.
Need to make a more structured UI, rewriting menu.lua and button.lua for this purpose.

View File

@ -1,51 +1,49 @@
--Modal for setting save options.
local love = assert( love )
local modal = require( "ui.modal" )
local button = require( "ui.button" )
local map = require( "map.map" )
local save = require( "ui.saveprogress" )
local t = { w = love.graphics.getWidth(), h = 200 }
local modal = require( "modal" )
local button = require( "button" )
local map = require( "map" )
local t = {}
local saveLocation = false
local floppy = love.graphics.newImage( "icons/save.png" )
floppy:setFilter( "nearest", "nearest" )
local saveButton = button.new{
group = t,
group = "saveModal",
name = "save",
align = "left",
callback = function() save:start() end,
callback = function() map.save(); return t:stop() end,
visible = false,
icon = floppy,
w = 400 - button.x,
h = 64,
y = 0,
x = love.graphics.getWidth() / 2 - 300,
y = love.graphics.getHeight() / 2 - 150,
w = 600,
h = 100,
}
local xIcon = love.graphics.newImage( "icons/x.png" )
xIcon:setFilter( "nearest", "nearest" )
local cancelButton = button.new{
group = t,
name = " cancel",
align = "left",
group = "saveModal",
name = "cancel",
visible = false,
icon = xIcon,
callback = function() return t:stop() end,
y = 68,
w = 400 - button.x,
h = 64,
x = love.graphics.getWidth() / 2 - 300,
y = love.graphics.getHeight() / 2,
w = 600,
h = 100
}
function t.start()
modal.start( t )
saveLocation = saveLocation or map.path
button.selected = saveButton
saveButton.name = " save to "..saveLocation
button.displayGroup( t, false, true )
saveButton.name = "save to "..saveLocation
button.displayGroup( "saveModal", true )
end
function t.draw()
love.graphics.clear( 0,0,0,1 )
love.graphics.setColor( 1, 1, 1, 0.9 )
love.graphics.setColor( 1, 0, 0, 0.4 )
button:draw()
end
@ -53,7 +51,7 @@ end
function t.directorydropped( path )
saveLocation = path
map.path = path
saveButton.name = " save to "..map.path
saveButton.name = "save to "..map.path
return love.filesystem.mount( path, "" )
end

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Before

Width:  |  Height:  |  Size: 96 KiB

View File

@ -1,46 +0,0 @@
return love.graphics.newShader[[
#pragma language glsl3
uniform int radius;
uniform Image sailable;
bool own( float x )
{
if( x * 255.0 > 130.0 ){
return true;
}
else {
return false;
}
}
bool land( float x )
{
if( x * 255.0 <= 60.0 ){
return true;
}
else {
return false;
}
}
bool placeable( Image tex, vec2 uv )
{
return own(Texel(tex, uv).r) && land(Texel(sailable, uv).r);
}
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
for(int i = -radius; i <= radius; ++i) {
for(int j = -radius; j <= radius; ++j) {
vec2 offset = vec2( ivec2( i, j ) ) / vec2( textureSize(tex, 0) );
int r = ((i * i) + (j * j));
if ( (r < (radius * radius) )
&& placeable( tex, texture_coords + offset )){
return color;
}
}
}
return vec4( 0.0, 0.0, 0.0, 0.0 );
}
]]

View File

@ -1,36 +0,0 @@
return love.graphics.newShader[[
#pragma language glsl3
uniform float highBorder;
uniform float lowBorder;
#define p(x) ((x) * 255.0 > highBorder)
#define t(x) ((x) * 255.0 > lowBorder)
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
vec2 s = vec2( 1.0, 1.0 ) / vec2( textureSize(tex, 0) );
float c = Texel( tex, texture_coords ).r;
vec4 g = vec4(
Texel( tex, texture_coords + s * vec2(1.0, 0.0)).r,
Texel( tex, texture_coords + s * vec2(0.0, 1.0)).r,
Texel( tex, texture_coords + s * vec2(-1.0, 0.0)).r,
Texel( tex, texture_coords + s * vec2(0.0, -1.0)).r
);
bvec4 place = bvec4( p(g.r), p(g.g), p(g.b), p(g.a) );
bvec4 traverse = bvec4( t(g.r), t(g.g), t(g.b), t(g.a) );
float a;
if ( p(c) ){
if( all( place ) ) { a = 1.0; }
else { a = 2.0; }
}
else if( t(c) ){
if( all( traverse ) ) { a = 0.5; }
else { a = 0.75; }
}
else{
a = 0.0;
}
return vec4( color.rgb, a * color.a );
}
]]

View File

@ -1,54 +0,0 @@
--[[
0
20 -- once sailable.bmp is brighter than this, the area is traversable by ships
60 -- once sailable.bmp and territory.bmp are brighter than this, ships can be placed here
130 -- if territory.bmp is brighter than this and sailable is darker than 60, structures are placeable.
SO:
SAILABLE: 0 (not), 21 (traverse not place), 61 ( traverse and place )
TERRITORY: 131 ( place land if sailable <= 60 ), 61 ( place sea ), 0
]]
return love.graphics.newShader[[
#pragma language glsl3
uniform int radius;
uniform Image sailable;
bool seaPlace( float x, float y )
{
return ( x * 255.0 > 60.0 ) && ( y * 255.0 > 60.0 );
}
bool own( float x )
{
if( x * 255.0 > 130.0 ){
return true;
}
else {
return false;
}
}
bool land( float x )
{
if( x * 255.0 <= 60.0 ){
return true;
}
else {
return false;
}
}
bool placeable( Image tex, vec2 uv )
{
return own(Texel(tex, uv).r) && land(Texel(sailable, uv).r);
}
vec4 effect( vec4 color, Image tex, vec2 texture_coords, vec2 screen_coords )
{
if (placeable( tex, texture_coords + offset )){
return color;
}
return vec4( 0.0, 0.0, 0.0, 0.0 );
}
]]

View File

@ -1,5 +1,5 @@
local t = {}
local bmp = require 'map.bmp'
local bmp = require 'bmp'
local lg = assert( love.graphics )
local colours = {
@ -144,6 +144,7 @@ end
function t.save( territory )
local fmt = (territory.name == "sailable") and "sailable" or "territory"
print( "saving bitmap: ", territory.name, fmt )
return bmp[fmt]( territory.imgd )
end

View File

@ -1,6 +1,6 @@
local love = assert( love )
local utf8 = require("utf8")
local modal = require( "ui.modal" )
local modal = require( "modal" )
local t = modal.new{ }
function t.setCurrentModal( fields )
@ -47,17 +47,16 @@ function t.keypressed(key, code, isRepeat)
end
if key == "backspace" then
local text = t.currentModal.currentField
-- get the byte offset to the last UTF-8 character in the string.
local byteoffset = utf8.offset(text, -1)
if byteoffset then
-- remove the last UTF-8 character.
-- string.sub operates on bytes rather than UTF-8 characters, so we couldn't do string.sub(text, 1, -2).
t.currentModal.currentField = text:sub( 1, byteoffset - 1)
text = string.sub(text, 1, byteoffset - 1)
end
end
if code == "escape" then
if key == "escape" then
return t:stop()
end
end

View File

@ -2,8 +2,8 @@
--This is important for a mapping tool because the DEFCON client will not load a map unless
--the pathfinding nodes form a connected graph.
local bmp = require 'map.bmp'
local locationQuery = require 'map.locationQuery'
local bmp = require 'bmp'
local locationQuery = require 'locationQuery'
local lg = assert( love.graphics )
@ -57,7 +57,7 @@ end
function t.load( filename, sailable )
isSailable = sailable or isSailable
isSailable = sailable
local img, imgd = bmp.load( filename )
local nodes = { filename = filename, visible = true, nodes = {}, points = {}, connections = {}, img = img }
t.nodes = nodes

View File

@ -1,65 +0,0 @@
local love = assert( love )
local modal = require( "ui.modal" )
local button = require( "ui.button" )
local map = require( "map.map" )
local t = {}
local loadLocation = false
local folder = love.graphics.newImage( "icons/load.png" )
folder:setFilter( "nearest", "nearest" )
local loadButton = button.new{
group = t,
name = "load",
callback = function()
if not loadLocation then return end
map.load( loadLocation )
return t:stop() end,
visible = false,
icon = folder,
x = love.graphics.getWidth() / 2 - 300,
y = love.graphics.getHeight() / 2 - 150,
w = 600,
h = 100,
}
local xIcon = love.graphics.newImage( "icons/x.png" )
xIcon:setFilter( "nearest", "nearest" )
local cancelButton = button.new{
group = t,
name = "cancel load",
visible = false,
icon = xIcon,
callback = function() return t:stop() end,
x = love.graphics.getWidth() / 2 - 300,
y = love.graphics.getHeight() / 2,
w = 600,
h = 100
}
function t.start()
modal.start( t )
loadLocation = loadLocation or map.path
button.selected = loadButton
loadButton.name = "load from "..loadLocation
button.displayGroup( t, false, true )
end
function t.draw()
love.graphics.clear( 0,0,0,1 )
love.graphics.setColor( 0, 0, 1, 0.4 )
button:draw()
end
function t.directorydropped( path )
loadLocation = path
map.path = path
loadButton.name = "load from "..map.path
return love.filesystem.mount( path, "" )
end
function t.filedropped( path )
return map.reloadLayer( path )
end
return modal.new( t )

View File

@ -1,45 +0,0 @@
local t = {}
local lg = assert( love ).graphics
local modal = require 'ui.modal'
local button = require 'ui.button'
local camera = require 'ui.camera'
local map = require 'map.map'
local node
local moveModal = modal.new{}
local selectModal = modal.new{}
button.new{ name = "ATTACK NODE",
group = t,
icon = lg.newImage("icons/node-attack.png"),
x = 615,
y = 0,
callback = function()
node = map.ainodes.newNode( true )
return moveModal:start()
end
}
button.new{ name = "PLACEMENT NODE",
group = t,
icon = lg.newImage("icons/node-place.png"),
x = 615,
y = 1 * (4 + button.h),
callback = function()
node = map.ainodes.newNode( true )
return moveModal:start()
end
}
button.new{ name = "MOVE NODE",
group = t,
y = 2 * (4 + button.h),
x = 615,
}
button.new{ name = "DELETE NODE",
group = t,
y = 3 * (4 + button.h),
x = 615,
}
return t

View File

@ -1,279 +0,0 @@
local love = assert( love )
local lg = assert( love ).graphics
local utf8 = require 'utf8'
local button = require 'ui.button'
local textinput = require 'ui.textinput'
local modal = require 'ui.modal'
local map = require 'map.map'
local camera = require 'ui.camera'
local t = {}
local city
local function keypressed( key, code, isRepeat )
if code == 'escape' then return modal.current:stop() end
if modal.previous then return modal.previous.keypressed( key, code, isRepeat ) end
end
--select modal: as normal, but clicking a city will proceed to the previously selected mode,
--and clicking escape will clear the previously selected mode
local selectModal = modal.new{}
local textModal = modal.new{}
local numberModal = modal.new{}
local editModal = modal.new{ mousepressed = button.mousepressed, keypressed = keypressed, }
local moveModal = modal.new{ mousepressed = button.mousepressed, keypressed = keypressed, mousemoved = button.selectIn }
local deleteModal = modal.new{ keypressed = keypressed }
local currentMode
button.new{ name = "NEW CITY",
group = t,
icon = lg.newImage("icons/city-new.png"),
x = 615,
y = 0,
callback = function()
city = map.cities.newCity()
city:add()
return editModal:start()
end
}
moveModal.button = button.new{ name = "MOVE CITY",
group = t,
icon = lg.newImage("icons/city-move.png"),
x = 615,
y = button.h + 4,
callback = function( self )
self.lit = true
selectModal.mode = moveModal
return selectModal:start()
end,
}
editModal.button = button.new{ name = "EDIT CITY",
group = t,
x = 615,
y = (button.h + 4) * 2,
callback = function( self )
self.lit = true
selectModal.mode = editModal
return selectModal:start()
end,
}
deleteModal.button = button.new{ name = "DELETE CITY",
group = t,
icon = lg.newImage("icons/city-delete.png"),
x = 615,
y = (button.h + 4) * 3,
callback = function( self )
self.lit = true
return deleteModal:start()
end,
}
--editButtons
local function editText( self )
print( "editing: ", self.field, city.name )
self.lit = true
return textModal:start( self.field )
end
local function editNumber( self )
print( "editing: ", self.field, city.name )
self.lit = true
return numberModal:start( self.field )
end
local editButtons = {
save = button.new{
icon = lg.newImage( "icons/check.png" ),
callback = function() return editModal:stop() end,},
name = button.new{ callback = editText },
country = button.new{ callback = editText },
x = button.new{ callback = editNumber },
y = button.new{ callback = editNumber },
capital = button.new{ callback = function( self )
if city then
self.name = tostring( not( city.capital ) )
return city:toggleCapital()
end
end },
}
do
local i = 0
for _, key in ipairs{ "save", "name", "country", "x", "y", "capital" } do
local b = assert( editButtons[ key ] )
b.align = "right"
b.field = key
b.name = tostring( key ) --bools must be cast to string before getting passed to printf
b.group = editModal
b.x = lg.getWidth() / 2 - button.w / 2
b.y = (button.h + 4) * i
i = i + 1
end
end
function editModal:start()
modal.start( self )
button.displayGroup( self, false, true )
for k, b in pairs( editButtons ) do
b.name = tostring( city[k] or b.name )
end
if city.capital == false then editButtons.capital.name = "false" end
end
function editModal:stop()
return modal.stop( self )
end
function editModal.draw()
lg.setColor( 1, 1, 1, 0.5 )
return button:draw()
end
function moveModal.update( dt )
local x, y = love.mouse.getPosition()
if y > t.menuHeight and love.mouse.isDown( 1 ) then
local wx, wy = camera.GetWorldCoordinate( x, y )
city:moveTo( wx, wy )
end
end
function moveModal.mousemoved( x, y, dx, dy, istouch )
return button.selectIn( x, y )
end
function moveModal.mousepressed( x, y, mouseButton, istouch, presses )
if y < t.menuHeight then
moveModal:stop()
return button.mousepressed( x, y, mouseButton, istouch, presses )
end
if map.selected and mouseButton == 2 then
city = map.selected
end
end
function deleteModal.mousepressed( x, y, mouseButton, istouch, presses )
if map.selected then
map.selected:delete()
end
if y < t.menuHeight then
deleteModal.button.lit = false
deleteModal:stop()
return button.mousepressed( x, y, mouseButton, istouch, presses )
end
end
function numberModal:start( field )
self.field = field
return modal.start( self )
end
function numberModal.keypressed( key, code, isrepeat )
if code == "backspace" then
local text = tostring( city[numberModal.field] )
-- get the byte offset to the last UTF-8 character in the string.
local byteoffset = utf8.offset(text, -1)
print( "textmodal: backspace", byteoffset )
if byteoffset then
-- remove the last UTF-8 character.
-- string.sub operates on bytes rather than UTF-8 characters, so we couldn't do string.sub(text, 1, -2).
local newstr = text:sub( 1, byteoffset - 1)
if newstr == "" then newstr = 0 end
city[numberModal.field] = tonumber( newstr ) or city[numberModal.field]
editButtons[numberModal.field].name = city[numberModal.field]
end
end
if code == "escape" or code == "return" then
return numberModal:stop()
end
end
function numberModal.textinput( char )
local str = tostring( city[ numberModal.field ] )
local plus = str..char
print( "text input: ", char )
if tonumber( plus ) then
city[ numberModal.field ] = plus
editButtons[ numberModal.field ].name = plus
end
end
function textModal.textinput( char )
print( "text input: ", char )
city[textModal.field] = city[textModal.field] .. char
editButtons[textModal.field].name = city[textModal.field]
end
function textModal.mousepressed()
end
function textModal:stop()
self.field = nil
return modal.stop( self )
end
function textModal:start( field )
self.field = field
return modal.start( self )
end
function textModal.keypressed( key, code, isRepeat )
if code == "backspace" then
local text = city[textModal.field]
-- get the byte offset to the last UTF-8 character in the string.
local byteoffset = utf8.offset(text, -1)
print( "textmodal: backspace", byteoffset )
if byteoffset then
-- remove the last UTF-8 character.
-- string.sub operates on bytes rather than UTF-8 characters, so we couldn't do string.sub(text, 1, -2).
city[textModal.field] = text:sub( 1, byteoffset - 1)
editButtons[textModal.field].name = city[textModal.field]
end
end
if code == "escape" or code == "return" then
return textModal:stop()
end
end
function selectModal.keypressed( key, code, isRepeat )
if code == 'escape' then return selectModal:stop() end
if modal.previous then return modal.previous.keypressed( key, code, isRepeat ) end
end
function selectModal:stop()
local mode = selectModal.mode
if mode then
mode.button.lit = false
end
return modal.stop( self )
end
function selectModal.mousepressed( x, y, mouseButton, istouch, presses )
if y < t.menuHeight then
selectModal:stop()
return button.mousepressed( x, y, mouseButton, istouch, presses )
end
if map.selected then
city = map.selected
return selectModal.mode:start()
end
end
function t.setMenuHeight( h )
t.menuHeight = h
end
return t

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local t = {}
return t

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local love = assert( love )
local button = require 'ui.button'
local modal = require 'ui.modal'
local camera = require 'ui.camera'
local map = require 'map.map'
local t = { menuHeight = 200 }
local loadImg = love.graphics.newImage
local layers = {
{ name = "AF", layer = "africa" , menu = require 'ui.menu.territory' },
{ name = "EU", layer = "europe" , menu = require 'ui.menu.territory' },
{ name = "NA", layer = "northamerica" , menu = require 'ui.menu.territory' },
{ name = "SA", layer = "southamerica" , menu = require 'ui.menu.territory' },
{ name = "AS", layer = "southasia" , menu = require 'ui.menu.territory' },
{ name = "RU", layer = "russia" , menu = require 'ui.menu.territory' },
{ name = "PATH", layer = "travelnodes" , menu = require 'ui.menu.travelnodes', icon = loadImg( "icons/layer-travelnodes.png" )},
{ name = "AI", layer = "ainodes" , menu = require 'ui.menu.ainodes', icon = loadImg( "icons/layer-ainodes.png" )},
{ name = "CITY", layer = "cities" , menu = require 'ui.menu.cities', icon = loadImg( "icons/layer-cities.png" )},
{ name = "COAST", layer = "coastlines" , menu = require 'ui.menu.lines', icon = loadImg( "icons/layer-coastlines.png" )},
{ name = "LOW", layer = "coastlinesLow", menu = require 'ui.menu.lines', icon = loadImg( "icons/layer-coastlines-low.png" )},
{ name = "INT", layer = "international", menu = require 'ui.menu.lines', icon = loadImg( "icons/layer-international.png" )},
{ name = "SAIL", layer = "sailable" , menu = require 'ui.menu.territory', icon = loadImg( "icons/layer-sailable.png" )},
}
button.new{
name = "LOAD", x = 250, y = 0,
group = t,
callback = require( 'ui.loadmodal' ).start,
icon = love.graphics.newImage( "icons/load.png" )}
button.new{
name = "SAVE", x = 250, y = 28,
group = t,
callback = require( 'ui.savemodal' ).start,
icon = love.graphics.newImage( "icons/save.png" )}
button.new{
name = "UNDO", x = 250, y = 2 * 28,
group = t,
callback = map.undo,
icon = love.graphics.newImage( "icons/undo.bmp" ) }
local editButtons = {}
local layerButtons = {}
local showButtons = {}
local visibilityIcon = love.graphics.newImage( "icons/eye.bmp" )
local function updateVisibilityIcons()
for i = 1, #showButtons do
showButtons[i].icon = map.layers[ showButtons[i].layer ].visible and visibilityIcon
end
end
local function toggleVisibleLayer( self )
if not (self and self.layer) then return end
local ml = map.layers[ self.layer ]
ml.visible = not( ml.visible )
return updateVisibilityIcons()
end
local activeLayerButton
local function back( self )
print( "back button clicked" )
if activeLayerButton then
activeLayerButton.lit = false
end
activeLayerButton = nil
map.setEditLayer()
modal.exitAll()
button.displayGroup( t, false, true )
for i, b in ipairs( editButtons ) do
b.visible = true
end
for i, b in ipairs( showButtons ) do
b.visible = true
end
self.visible = false
return updateVisibilityIcons()
end
local backButton = button.new{
name = "UP",
visible = false,
y = 5 * 28,
x = 250,
group = false,
icon = love.graphics.newImage( "icons/up.bmp" ),
callback = back,
}
local function editLayer( self )
back( backButton )
self.lit = true
map.setEditLayer( self.layer )
activeLayerButton = self
if self.menu then
button.displayGroup( self.menu )
end
backButton.visible = true
return updateVisibilityIcons()
end
local function copy( i, target )
for k, v in pairs( layers[i] ) do
target[k] = target[k] or v
end
return target
end
local x = 250
for i = 1, #layers do
layers[i].menu.menuHeight = t.menuHeight
editButtons[i] = button.new( copy( i, {
y = 3 * 28,
x = x + (button.h + 4) * ( i - 1 ),
w = 24,
callback = editLayer,
group = editButtons,
tooltip = "edit "..layers[i].layer
}))
layerButtons[ 2 * i - 2 ] = editButtons[i]
showButtons[i] = button.new( copy( i, {
y = 4 * 28,
x = x + (button.h + 4) * ( i - 1 ),
w = 24,
name = "",
callback = toggleVisibleLayer,
icon = visibilityIcon,
group = showButtons,
tooltip = "show "..layers[i].layer
}))
layerButtons[ 2 * i - 1 ] = showButtons[i]
end
function t.draw()
--Status bar.
love.graphics.setScissor( 0, 0, 250, t.menuHeight )
local x, y = love.mouse.getPosition()
local wx, wy = camera.GetWorldCoordinate( x, y )
local bx, by = camera.GetBitmapCoordinate( x, y )
local h = love.graphics.getHeight() - 60
love.graphics.setColor( 0, 0, 0, 1 )
love.graphics.rectangle( "fill", 0, 0, 250, love.graphics.getHeight() )
love.graphics.setColor( 1, 1, 1, 1 )
love.graphics.print(([[
SCREEN %-12d %-12d
WORLD %-12.2f%-12.2f
BITMAP %-12d %-12d
%s
%s]]):format(
x, y,
wx, wy,
bx, by,
button.selected and button.selected.tooltip or "",
map.editLayer and map.editLayer.filename or ""), 0, 0)
if map.selected then love.graphics.print( map.selected:formatDisplayInfo(), 0, 80 ) end
if map.selectionLocked then end
love.graphics.setScissor( 250, 0, love.graphics.getWidth() - 250, t.menuHeight)
love.graphics.rectangle( "line", 0, 0 , 250, t.menuHeight )
love.graphics.rectangle( "line", 250, 0, love.graphics.getWidth() - 250, t.menuHeight )
love.graphics.rectangle( "line", 250, 0, button.w, t.menuHeight )
love.graphics.setColor( 1, 1, 1, 0.8 )
button:draw()
love.graphics.setColor( 1, 0, 0, 0.4 )
end
do --button visibility
button.displayGroup( t, false, true )
button.displayGroup( editButtons, false, false )
button.displayGroup( layerButtons, false, false )
button.displayGroup( showButtons, false, false )
end
return t

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local t = {}
return t

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local t = {}
return t

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--What to display when saving is in progress.
local love = assert( love )
local modal = require( "ui.modal" )
local button = require( "ui.button" )
local map = require( "map.map" )
local timer = love.timer
local time = 0
local t = { w = 400, h = 200 }
local progressMessage = ""
function t.start()
time = timer.getTime()
progressMessage = ""
return modal.start( t )
end
function t.update( dt )
local msg = map.save()
if not msg then return t:stop() end
progressMessage = msg
end
function t.draw()
love.graphics.push( "all" )
love.graphics.setCanvas()
love.graphics.setShader()
love.graphics.setScissor( 0, 0, t.w, t.h )
love.graphics.clear()
love.graphics.setColor( 1, 1, 1, 1 )
love.graphics.print( timer.getTime() - time )
love.graphics.printf( progressMessage, 0, love.graphics.getFont():getHeight(), t.w, "left")
love.graphics.pop( "all" )
end
return modal.new( t )

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