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v0.1.1 ... main

52 changed files with 1290 additions and 331 deletions

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@ -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 = 800 -- The window width (number)
t.window.width = 1024 -- 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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@ -17,14 +17,7 @@ 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
@ -36,13 +29,7 @@ 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)
@ -94,6 +81,18 @@ 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,

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@ -1,9 +1,9 @@
local love = assert( love, "This tool requires LOVE: love2d.org" )
--assert( require('mobdebug') ).start() --remote debugger
local map = require 'map'
local button = require 'button'
require 'mainmenu'
local Camera = require 'camera'
local map = require 'map.map'
local button = require 'ui.button'
local mainmenu = require 'ui.menu.mainmenu'
local Camera = require 'ui.camera'
function love.load()
love.filesystem.setIdentity( "dcearth", false )
@ -20,6 +20,10 @@ 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
@ -44,29 +48,7 @@ function love.draw()
map.draw()
love.graphics.pop()
--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()
mainmenu.draw()
end
function love.resize(w, h)
@ -80,31 +62,29 @@ end
function love.mousepressed( x, y, mouseButton, istouch, presses )
local wx, wy = Camera.GetWorldCoordinate( 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
return button.mousepressed( x, y )
end
function love.mousemoved( x, y, dx, dy, istouch )
if not map.loaded then return end
--mouse over menu
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 ) )
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
end
end
function love.keypressed(key, code, isRepeat)
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 == "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 == "return" then return button.selected:callback() end
if key == "c" then
@ -112,9 +92,6 @@ function love.keypressed(key, code, isRepeat)
end
end
do
function love.textinput()
end

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@ -1,142 +0,0 @@
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

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@ -1,7 +1,7 @@
--Manage the AI nodes used by DEFCON.
local bmp = require 'bmp'
local bmp = require 'map.bmp'
local lg = assert( love.graphics )
local locationQuery = require 'locationQuery'
local locationQuery = require 'map.locationQuery'
local t = setmetatable( {}, {__index = locationQuery } )
local print = print
@ -17,6 +17,14 @@ 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 = {
@ -82,4 +90,8 @@ function t.save( nodes )
return bmp.ai( nodes.all )
end
function t.newNode( isAttacking )
end
return t

113
map/blur.lua Normal file
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@ -0,0 +1,113 @@
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

@ -16,6 +16,7 @@ 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
@ -103,6 +104,16 @@ 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( )
@ -244,40 +255,63 @@ 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
--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
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
end
error( "Could not quantize sailable.bmp!" )
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 )
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 )
end
return table.concat( nybbles )
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
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 ) }
@ -293,11 +327,24 @@ 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

@ -6,13 +6,14 @@ local table = table
local tonumber = tonumber
local lfs = love.filesystem
local lg = love.graphics
local locationQuery = require 'locationQuery'
local locationQuery = require 'map.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
@ -53,8 +54,67 @@ 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. ===" )
cities = { visible = true, active = false, filename = filename }
@ -70,10 +130,11 @@ 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
}, citymt )
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 )
cities[n] = city
n = n + 1
@ -99,9 +160,13 @@ end
function t.save( cities )
local str = {}
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 )
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
end
return assert(table.concat( str, "\n" ))
end

View File

@ -12,7 +12,7 @@ function polygon:formatDisplayInfo()
y: %f
X: %f
Y: %f
N: %d]]):format( self.x, self.y, self.X, self.Y, #self )
Length: %d]]):format( self.x, self.y, self.X, self.Y, #self / 4 )
end
function polygon:drawDirection()
@ -73,8 +73,9 @@ 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, 2 do
local x, y = poly[k], poly[k + 1]
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])
local r = ( x - wx ) * ( x - wx ) + ( y - wy ) * ( y - wy )
if r < d then
d = r
@ -87,11 +88,14 @@ function t.selectNearest( lines, wx, wy )
end
function t.save( lines )
local str = { "b" }
local str = { "b" } --initial B
for i, poly in ipairs( lines ) do
str[i + 1] = table.concat( poly, " " )
end
str = table.concat( str, "\nb\n" ):gsub("(%S+) (%S+) ", "%1 %2\n")
--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")
return str
end

View File

@ -1,13 +1,15 @@
local love = assert( love )
local io = io
local coroutine = coroutine
local mkdir = assert( require 'lib.mkdir' )
local lg = love.graphics
local AI = require 'ai'
local Cities = require 'cities'
local Lines = require 'lines'
local Nodes = require 'travelNodes'
local Camera = require 'camera'
local Territory = require 'territory'
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'
--flat list of editable layers for convenience
local layers = {
@ -24,6 +26,7 @@ local layers = {
sailable = false,
ainodes = false,
cities = false,
blur = false,
}
local map = {
@ -33,7 +36,7 @@ local map = {
selected = false,
selectionLocked = false,
editLayer = false,
territory = {
africa = false,
europe = false,
@ -42,7 +45,7 @@ local map = {
southamerica = false,
southasia = false
},
background = false,
coastlines = false,
coastlinesLow = false,
@ -50,9 +53,28 @@ local map = {
travelnodes = false,
sailable = false,
ainodes = false,
cities = false
cities = false,
blur = 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" )
@ -62,12 +84,13 @@ 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
map.loaded = true
map.path = path
--update references
for k, v in pairs( layers ) do
layers[k] = map[k] or map.territory[k]
@ -75,6 +98,7 @@ 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
@ -84,31 +108,31 @@ 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
@ -181,26 +205,42 @@ function map.draw()
end
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
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()
end
--OK back to normal
for k, layer in pairs( layers ) do
write( map.path..tostring( layer.filename ), assert( layer:save() ) )
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
end
map.save = coroutine.wrap( save )
end
function map.hover(x, y)
@ -211,4 +251,17 @@ 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

19
map/saveoptions.lua Normal file
View File

@ -0,0 +1,19 @@
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 +1,5 @@
local t = {}
local bmp = require 'bmp'
local bmp = require 'map.bmp'
local lg = assert( love.graphics )
local colours = {
@ -144,7 +144,6 @@ 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

@ -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 'bmp'
local locationQuery = require 'locationQuery'
local bmp = require 'map.bmp'
local locationQuery = require 'map.locationQuery'
local lg = assert( love.graphics )
@ -57,7 +57,7 @@ end
function t.load( filename, sailable )
isSailable = sailable
isSailable = sailable or isSailable
local img, imgd = bmp.load( filename )
local nodes = { filename = filename, visible = true, nodes = {}, points = {}, connections = {}, img = img }
t.nodes = nodes

5
mod.txt Normal file
View File

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

View File

@ -1 +1,5 @@
Map editor for DEFCON, the strategy game, written in LOVE2D, the engine.
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.

BIN
screenshot.bmp Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 96 KiB

46
shaders/dilate.lua Normal file
View File

@ -0,0 +1,46 @@
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 );
}
]]

36
shaders/sailable.lua Normal file
View File

@ -0,0 +1,36 @@
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 );
}
]]

54
shaders/territory.lua Normal file
View File

@ -0,0 +1,54 @@
--[[
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

@ -2,14 +2,16 @@ local lg = love.graphics
local t = {
name = "",
tooltip = "button",
tooltip = "",
icon = false,
lit = false,
x = 8,
y = 250,
w = 176,
w = 13 * 28 - 4,
h = 24,
group = false,
visible = true,
visible = false,
align = "center",
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
@ -29,18 +31,22 @@ 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, 6 )
lg.rectangle( "line", b.x, b.y, b.w, b.h )
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),
"center" )
b.align )
if b.icon then
local h = b.icon:getHeight()
lg.draw( b.icon,
@ -48,8 +54,8 @@ function t.draw( b )
0,
b.h / h )
end
if t.selected == b then
lg.rectangle( "fill", b.x, b.y, b.w, b.h, 6 )
if b.lit or t.selected == b then
b:highlight()
end
end
return t.draw( b.next )
@ -74,7 +80,9 @@ end
function t.selectNextInGroup()
--make sure our group is visible, otherwise the loop doesn't end
local group = t.selected and t.selected.visible and t.selected.group
local group = t.selected
group = group and t.selected.visible
group = group and t.selected.group
if not group then return t.selectNext() end
repeat t.selectNext() until group == t.selected.group
end
@ -86,15 +94,27 @@ function t.selectPrevInGroup()
repeat t.selectPrev() until group == t.selected.group
end
function t.displayGroup( group, show )
--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 )
local b = t
repeat
b = b.next
b.visible = ( b.group == group )
local inGroup = (group == b.group)
if solo or inGroup then
b.visible = not(hide) and inGroup
end
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 = -90, y = 45,
x = 0, y = 70,
w = 360, h = 200,
zoom = 1, tf = tf,
tfTerritory = tfTerritory, tfNodes = tfNodes }
@ -37,7 +37,9 @@ end
function Camera.Translate( x, y )
x = x or 0
y = y or 0
return Camera.Set( math.max(-180, math.min(360, Camera.x + x)), math.min(100, Camera.y + y), Camera.w, Camera.h)
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)
end
--In world coordinates: top left corner at x, y, extent of 1/w, 1/h.
@ -48,14 +50,17 @@ 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 )

65
ui/loadmodal.lua Normal file
View File

@ -0,0 +1,65 @@
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 )

45
ui/menu/ainodes.lua Normal file
View File

@ -0,0 +1,45 @@
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

279
ui/menu/cities.lua Normal file
View File

@ -0,0 +1,279 @@
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

3
ui/menu/lines.lua Normal file
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@ -0,0 +1,3 @@
local t = {}
return t

186
ui/menu/mainmenu.lua Normal file
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@ -0,0 +1,186 @@
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

3
ui/menu/territory.lua Normal file
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@ -0,0 +1,3 @@
local t = {}
return t

3
ui/menu/travelnodes.lua Normal file
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@ -0,0 +1,3 @@
local t = {}
return t

View File

@ -1,12 +1,22 @@
local love = assert( love )
local button = require( "button" )
local button = require( "ui.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] = t[i] or {}
t[i] = { modal = self }
t.previous = t[i]
t.current = self
--store callbacks
for name in pairs( self ) do
@ -18,7 +28,7 @@ function t.start( self )
--store menus
local b = button.next
repeat
repeat
t[i][b] = b.visible
b = b.next
until b == button
@ -28,21 +38,31 @@ function t.stop( self )
--restore callbacks
for name in pairs( self ) do
if love[name] then
love[name] = t[i][name]
love[name] = t[i][name] or love[name]
end
end
--restore menus
local b = button
button.selected = button
button.deselect()
repeat
b = b.next
b.visible = t[i][b]
b.visible = t[i][b] or false
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

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

36
ui/saveprogress.lua Normal file
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@ -0,0 +1,36 @@
--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 )

0
ui/territory.lua Normal file
View File

View File

@ -1,6 +1,6 @@
local love = assert( love )
local utf8 = require("utf8")
local modal = require( "modal" )
local modal = require( "ui.modal" )
local t = modal.new{ }
function t.setCurrentModal( fields )
@ -47,16 +47,17 @@ 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).
text = string.sub(text, 1, byteoffset - 1)
t.currentModal.currentField = text:sub( 1, byteoffset - 1)
end
end
if key == "escape" then
if code == "escape" then
return t:stop()
end
end