Class: SpriteKit::MapEditor

Inherits:
Object
  • Object
show all
Defined in:
mygame/lib/sprite_kit/map_editor.rb

Constant Summary collapse

TILE_SIZE =
16
EDITOR_TILE_SCALE =
2

Instance Attribute Summary collapse

Instance Method Summary collapse

Constructor Details

#initializeMapEditor

Returns a new instance of MapEditor.



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 14

def initialize
  @primitives = Primitives.new
  @palette = UI::SemanticPalette.new

  # @type [:add, :select, :remove]
  @mode = :add

  # @type [:spritesheet, :map]
  @view = :map

  # Set this to transition between map / spritesheet
  @next_view = nil

  # @type [Boolean]
  @show_grid = false
  @grid_border_size = 0

  @nodesets_file = ""

  @spritesheet_loader = SpriteKit::SpritesheetLoader.new
  @spritesheets = @spritesheet_loader.load_directory("sprites")

  @nodesets = load_nodesets

  if @nodesets.length < 1
    create_nodeset
  end

  @nodesets.each do |nodeset|
    nodeset.type = :nodeset
  end

  @selected_spritesheet_index = 0
  @current_nodeset_index = 0
end

Instance Attribute Details

#hovered_tileObject (readonly)

Returns the value of attribute hovered_tile.



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9

def hovered_tile
  @hovered_tile
end

#modeObject (readonly)

Returns the value of attribute mode.



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9

def mode
  @mode
end

#selected_tileObject (readonly)

Returns the value of attribute selected_tile.



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9

def selected_tile
  @selected_tile
end

#spritesheet_rectObject (readonly)

Returns the value of attribute spritesheet_rect.



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 9

def spritesheet_rect
  @spritesheet_rect
end

Instance Method Details

#add_layer(layer = {}) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 792

def add_layer(layer = {})
  id = GTK.create_uuid

  if !layer.name
    layer.name = "Layer #{@layers.length + 1}"
  end

  @layers.unshift({
    id: layer.id || id,
    name: layer.name,
    tiles: layer.tiles
  })
end

#calc(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 379

def calc(args)
  inputs = args.inputs
  mouse = inputs.mouse
  state = args.state

  tile_width = TILE_SIZE
  tile_height = TILE_SIZE

  world_mouse = Camera.to_world_space state.camera, inputs.mouse

  ifloor_x = world_mouse.x.ifloor(tile_width)
  ifloor_y = world_mouse.y.ifloor(tile_height)

  @mouse_world_rect = { x: ifloor_x,
                        y: ifloor_y,
                        w: tile_width,
                        h: tile_height }


  instructions = [
    "r to refresh.",
    "s to select.",
    "x to remove.",
    "a to add.",
    "t to change spritesheet",
    "mode: '#{@mode}'"
  ]

  instructions.each_with_index do |text, index|
    text_width, _ = $gtk.calcstringbox(text)
    hash = {
      x: 10.from_right - text_width,
      y: 80.from_top,
      text: text
    }

    if index > 0
      prev_instruction = instructions[index - 1]
      _, prev_height = $gtk.calcstringbox(prev_instruction.text)
      hash[:y] = prev_instruction.y - prev_height
    end

    instructions[index] = hash
  end

  args.outputs.labels << instructions

  calc_hovered_sprite(args)

  if @hovered_sprite && !args.inputs.mouse.intersect_rect?(@current_nodeset)
    # make a new sprite.
    selected_sprite = @hovered_sprite.merge({})

    if mouse.click
      # Clear any selected nodes
      @selected_node = nil

      if @selected_sprite && args.inputs.keyboard.shift
        sprite = combine_sprites(@selected_sprite, selected_sprite)
        sprite.x = [@selected_sprite.x, sprite.x].min
        sprite.y = [@selected_sprite.y, sprite.y].min
        sprite.w = sprite.source_w
        sprite.h = sprite.source_h
        @selected_sprite = sprite
      else
        @selected_sprite = selected_sprite
      end
    elsif args.inputs.keyboard.shift && @selected_sprite
      sprites = []
      sprite = combine_sprites(@selected_sprite, selected_sprite)

      sprite.x = [@selected_sprite.x, sprite.x].min
      sprite.y = [@selected_sprite.y, sprite.y].min
      sprite.w = sprite.source_w
      sprite.h = sprite.source_h

      sprite = Camera.to_screen_space(args.state.camera, sprite.merge({
        path: :pixel,
        r: 0, g: 0, b: 0, a: 64
      }))

      sprites << sprite
      sprites << @primitives.create_borders(sprite, border_width: 2, color: { r: 0, b: 0, g: 0, a: 200 }).values
      args.outputs[:scene].sprites << sprites
    end

  end

  if @selected_sprite
    @selected_sprite.merge!({
      w: @selected_sprite.source_w,
      h: @selected_sprite.source_h
    })

    selected_sprite = Camera.to_screen_space(args.state.camera, @selected_sprite).merge({ path: :pixel, r: 0, g: 0, b: 0, a: 100 })
    selected_sprite_borders = @primitives.create_borders(selected_sprite, border_width: 2, color: { r: 100, b: 100, g: 100, a: 255 }).values
    args.outputs[:scene].sprites << [selected_sprite, selected_sprite_borders]
  end

  # Must come before "@mode" changes
  calc_nodes(args)

  if @mode == :remove && (mouse.click || (mouse.held && mouse.moved))
    @should_save = true
    intersecting_tiles = Geometry.find_all_intersect_rect(@mouse_world_rect, @layers[@current_layer].tiles)
    intersecting_tiles.each { |t| @layers[@current_layer].tiles.delete(t) }
  elsif @mode == :select
    handle_box_select(args)
  # TODO: Change to "@selected_node"
  elsif @selected_node && (mouse.click || (mouse.held && mouse.moved))
    if @mode == :add
      @should_save = true
      intersecting_tiles = args.state.geometry.find_all_intersect_rect(@selected_node, @layers[@current_layer].tiles)
      intersecting_tiles.each { |t| @layers[@current_layer].tiles.delete(t) }
      @layers[@current_layer].tiles << @selected_node.copy
    end
  end

  # Purposely delay saving until `mouse.up` because other wise the editor lags a lot.
  if mouse.up && @should_save
    @should_save = false
    save_tiles(args)
  end
end

#calc_hovered_sprite(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 370

def calc_hovered_sprite(args)
  @hovered_sprite = Geometry.find_all_intersect_rect(@mouse_world_rect, args.state.spritesheet_tiles)[-1]

  if @hovered_sprite
    # mouse = Camera.to_screen_space(args.state.camera, @mouse_world_rect)
    # @hovered_sprite# .merge({ x: mouse.x, y: mouse.y })
  end
end

#calc_nodes(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1075

def calc_nodes(args)
  mouse = args.inputs.mouse

  # If a user has a sprite selected
  if @current_nodeset && @selected_sprite && mouse.intersect_rect?(@current_nodeset)
    new_sprite = sprite_to_nodeset_rect(mouse, @selected_sprite, @current_nodeset)

    intersecting_tiles = args.geometry.find_all_intersect_rect(new_sprite, @current_nodeset.tiles)

    if (mouse.click || (mouse.held && mouse.moved))
      intersecting_tiles.each { |tile| @current_nodeset.tiles.delete(tile) }
      @current_nodeset.tiles << new_sprite
      scale_nodeset(@current_nodeset)
      save_nodesets
    elsif intersecting_tiles.length > 0
      tile_target = {x: nil, y: nil, w: 0, h: 0, path: :pixel, r: 255, b: 0, g: 0, a: 128, primitive_marker: :sprite}

      intersecting_tiles.each do |tile|
        if !tile_target.x || tile_target.x < tile.x
          tile_target.x = tile.x
        end

        if !tile_target.y || tile_target.y < tile.y
          tile_target.y = tile.y
        end

        tile_target.w += tile.w
        tile_target.h += tile.h
      end

      sheet_id = @current_nodeset.id.to_sym

      # sprite = sprite_to_nodeset_rect(args.inputs.mouse, tile_target, @current_nodeset)
      sprite = tile_target
      # sprite.y = @current_nodeset.y + sprite.y
      # sprite.x = @current_nodeset.x + sprite.x

      args.outputs[sheet_id].sprites << sprite
      args.outputs[sheet_id].sprites << @primitives.create_borders(sprite, border_width: 2, color: { r: 100, g: 0, b: 0, a: 255 }).values
    end
  end

  if @current_nodeset && !@selected_sprite && mouse.intersect_rect?(@current_nodeset)
    tile = @current_nodeset.scaled_tiles.find { |tile| mouse.intersect_rect?(tile) }

    @hovered_node = tile
  else
    @hovered_node = nil
  end

  mouse = args.inputs.mouse
  if @hovered_node && mouse.intersect_rect?(@hovered_node) && mouse.click && @view == :map
    @selected_node = Camera.to_world_space(args.state.camera, @hovered_node).merge({
      w: @hovered_node.source_w,
      h: @hovered_node.source_h,
    })
  end
end

#combine_sprites(current_sprite, new_sprite) ⇒ Object

This method is for merging 2 sprites when a sprite > 16px. Used for shift+click sprites.



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1035

def combine_sprites(current_sprite, new_sprite)
  hash = {}

  hash[:source_x] = [new_sprite.source_x, current_sprite.source_x].min
  hash[:source_y] = [new_sprite.source_y, current_sprite.source_y].min

  if new_sprite.source_x > current_sprite.source_x
    hash[:source_w] = [current_sprite.source_w, new_sprite.source_x - current_sprite.source_x + new_sprite.source_w].max
  else
    hash[:source_w] = current_sprite.source_x - new_sprite.source_x + current_sprite.source_w
  end

  if new_sprite.source_y > current_sprite.source_y
    hash[:source_h] = [current_sprite.source_h, new_sprite.source_y - current_sprite.source_y + new_sprite.source_h].max
  else
    hash[:source_h] = current_sprite.source_y - new_sprite.source_y + current_sprite.source_h
  end

  current_sprite.merge(new_sprite).merge(hash)
end

#create_nodesetObject



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 981

def create_nodeset
  # columns always needs to be odd.
  columns = 11
  rows = 6
  h = rows * TILE_SIZE
  w = columns * TILE_SIZE
  @nodesets << scale_nodeset({
    name: "nodeset__#{@nodesets.length + 1}",
    id: $gtk.create_uuid,
    type: :nodeset,
    source_h: h,
    source_w: w,
    source_x: 20,
    source_y: 20.from_top - h,
    tiles: []
  })

  @current_nodeset_index = @nodesets.length - 1
  @current_nodeset = @nodesets[@current_nodeset_index]
  save_nodesets
end

#delete_nodesetObject



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1021

def delete_nodeset
  return if @nodesets.length <= 1 # cannot delete all nodesets.
  idx = @current_nodeset_index
  if idx == 0
    @nodesets = @nodesets.slice(1..-1)
  else
    previous_nodeset
    @nodesets.delete_at(idx)
  end
  save_nodesets
end

#fill_tiles(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 739

def fill_tiles(args)
  return if @select_rect.nil?
  return if @selected_node.nil?

  select_rect = select_rect_to_tiles(args)
  columns = select_rect.w.idiv(@selected_node.w).floor
  rows = select_rect.h.idiv(@selected_node.h).floor

  remove_tiles(args, select_rect)

  columns.times do |col|
    rows.times do |row|
      @layers[@current_layer].tiles << @selected_node.merge({
        x: select_rect.x + (col * @selected_node.w),
        y: select_rect.y + (row * @selected_node.h),
        w: @selected_node.w,
        h: @selected_node.h
      })
    end
  end
end

#handle_box_select(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 636

def handle_box_select(args)
  if @select_rect && args.inputs.mouse.click
    fill_tiles(args)
    save_tiles(args)
    @mode = :add
    reset_select
    return
  end

  if @mode != :select
    reset_select
    return
  end

  mouse = args.inputs.mouse

  if args.inputs.keyboard.key_down.backspace || args.inputs.keyboard.key_down.delete || args.inputs.keyboard.key_down.x
    remove_tiles(args)
    save_tiles(args)
    @mode = :remove
    reset_select
    return
  end

  if (mouse.click || (mouse.held && mouse.moved))
    if @start_y.nil? && @start_x.nil?
      @start_y = args.inputs.mouse.y
      @start_x = args.inputs.mouse.x
    end

    @end_y = args.inputs.mouse.y
    @end_x = args.inputs.mouse.x
  end

  # Make sure we have something to render.
  if !(@start_y && @start_x && @end_x && @end_y)
    return
  end

  h = 0
  w = 0
  x = 0
  y = 0
  if @start_y > @end_y
    y = @end_y
    h = @start_y - @end_y
  else
    y = @start_y
    h = @end_y - @start_y
  end

  if @start_x > @end_x
    x = @end_x
    w = @start_x - @end_x
  else
    x = @start_x
    w = @end_x - @start_x
  end

  frame_index = 0.frame_index(
    start_at: 0,
    frame_count: 2,
    repeat: true,
    hold_for: 40,
  )

  alpha = 0
  if frame_index == 0
    alpha = 50
  else
    alpha = 150
  end

  args.outputs.debug << @select_rect.to_s

  @select_rect = {
    h: h,
    w: w,
    x: x,
    y: y,
  }

  args.outputs.sprites << @select_rect.merge({
    r: 100,
    g: 100,
    b: 100,
    a: alpha,
  })
end

#handle_nodeset_buttons(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 340

def handle_nodeset_buttons(args)
  mouse = args.inputs.mouse
  return if !mouse.click

  if mouse.intersect_rect?(@add_nodeset_button)
    create_nodeset
  end

  if mouse.intersect_rect?(@delete_nodeset_button)
    delete_nodeset
  end

  if mouse.intersect_rect?(@previous_nodeset_button)
    previous_nodeset
  end

  if mouse.intersect_rect?(@next_nodeset_button)
    next_nodeset
  end
end

#handle_spritesheet_buttons(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 361

def handle_spritesheet_buttons(args)
  mouse = args.inputs.mouse
  return if !mouse.click

  # if mouse.intersect_rect?(@add_spritesheet_button)
  #   create_spritesheet
  # end
end

#load_layers(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 768

def load_layers(args)
  return if @layers

  @layers = []

  begin
    json = $gtk.parse_json_file("data/layers.json")
    layers = json["layers"].map do |layer|
      HashMethods.symbolize_keys(layer)
    end
    @layers = layers
    @layers.each_with_index do |layer, index|
      layer.name = "Layer #{index + 1}" if !layer.name
    end
  rescue => e
  end

  if @layers.length <= 0
    add_layer
  end

  @current_layer = @layers.length - 1
end

#load_nodesetsObject



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 822

def load_nodesets
  nodesets = []
  begin
    json = $gtk.parse_json_file("data/nodesets.json")

    if json
      nodesets = json["nodesets"].map do |nodeset|
        nodeset = HashMethods.symbolize_keys(nodeset)
        scale_nodeset(nodeset)
      end
    end
  rescue => e
    puts e
    nodesets = []
  end

  nodesets
end

#next_nodesetObject



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1003

def next_nodeset
  idx = @current_nodeset_index + 1

  idx = 0 if idx > @nodesets.length - 1

  @current_nodeset_index = idx
  @current_nodeset = @nodesets[@current_nodeset_index]
end

#previous_nodesetObject



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1012

def previous_nodeset
  idx = @current_nodeset_index - 1

  idx = @nodesets.length - 1 if idx < 0

  @current_nodeset_index = idx
  @current_nodeset = @nodesets[@current_nodeset_index]
end

#remove_tiles(args, select_rect = nil) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 734

def remove_tiles(args, select_rect = nil)
  selection = select_rect || select_rect_to_tiles(args)
  @layers[@current_layer].tiles.reject! { |t| t.intersect_rect? selection }
end

#render(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 551

def render(args)
  outputs = args.outputs
  state = args.state

  # Render actual spritesheet
  sprites = []

  scene_sprites = []

  if @mode == :remove
    hovered_tile = @layers[@current_layer].tiles.find { |t| t.intersect_rect?(@mouse_world_rect) }

    if hovered_tile
      alpha_channel = (Camera.to_screen_space(state.camera, hovered_tile)).merge(path: :pixel, r: 255, g: 0, b: 0, a: 128)
      alpha_channel_borders = @primitives.create_borders(alpha_channel, border_width: 2, color: {r: 255, b: 0, g: 0, a: 255}).values
      scene_sprites << alpha_channel
      scene_sprites.concat(alpha_channel_borders)
    end
  end

  if @mode == :add && @selected_node
    hovered_tiles = @layers[@current_layer].tiles.select { |t| t.intersect_rect?(@selected_node) }

    if hovered_tiles.length > 0
      hovered_tiles.each do |hovered_tile|
        world_hovered_tile = (Camera.to_screen_space(state.camera, hovered_tile)).merge(path: :pixel, r: 255, g: 0, b: 0, a: 128)
        scene_sprites << world_hovered_tile
        scene_sprites << @primitives.create_borders(world_hovered_tile, border_width: 2, color: { r: 255, g: 0, b: 0, a: 255 }).values
      end
    end
  end

  if @hovered_sprite
    world_hovered_sprite = Camera.to_screen_space(state.camera, @hovered_sprite).merge({
                        path: :pixel,
                        r: 0, g: 0, b: 128, a: 64
              })

    scene_sprites << world_hovered_sprite
    scene_sprites << @primitives.create_borders(world_hovered_sprite, border_width: 2, color: { r: 0, b: 255, g: 0, a: 200 }).values
  end

  if @selected_sprite
    sheet_id = @current_nodeset.id.to_sym

    if args.inputs.mouse.intersect_rect?(@current_nodeset)
      sprite = sprite_to_nodeset_rect(args.inputs.mouse, @selected_sprite, @current_nodeset)
      outputs[sheet_id].sprites << sprite
      outputs[sheet_id].sprites << sprite.merge(path: :pixel, r: 0, g: 255, b: 0, a: 30)
      outputs[sheet_id].sprites << @primitives.create_borders(sprite, border_width: 2, color: { r: 0, g: 100, b: 0, a: 255 }).values
    elsif @hovered_sprite.nil? && !args.inputs.mouse.intersect_rect?(@current_nodeset)
      screen_selected_sprite = (Camera.to_screen_space(state.camera, @selected_sprite.merge({x: @mouse_world_rect.x, y: @mouse_world_rect.y })))
      scene_sprites << screen_selected_sprite
      scene_sprites << screen_selected_sprite.merge(path: :pixel, r: 255, g: 0, b: 0, a: 64)
    end
  end


  if @selected_node
    @selected_node.x = @mouse_world_rect.x
    @selected_node.y = @mouse_world_rect.y

    selected_node = (Camera.to_screen_space(state.camera, @selected_node))
    scene_sprites << selected_node
    selected_node_bg = selected_node.merge({ path: :pixel, r: 0, g: 255, b: 0, a: 20 })
    scene_sprites << @primitives.create_borders(selected_node_bg, border_width: 2, color: {
      r: 0,
      g: 255,
      b: 0,
      a: 255,
    }).values
    scene_sprites << selected_node_bg
  end
  outputs.sprites << [sprites, args.state.buttons]
  outputs[:scene].sprites << scene_sprites
end

#render_active_tab(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 175

def render_active_tab(args)
  if @active_tab == :layer
    render_layer_tab(args)
    return
  end
end

#render_current_nodeset(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 916

def render_current_nodeset(args)
  @current_nodeset = @nodesets[@current_nodeset_index]

  render_sheet(@current_nodeset, args)

  text = "<"
  @previous_nodeset_button = @primitives.create_button(args,
              id: :previous_nodeset_button,
              text: text,
              background: @palette.colors.dig(:neutral, :fill, :loud),
              text_color: @palette.colors.dig(:neutral, :on, :loud),
            )
  @previous_nodeset_button = @previous_nodeset_button.merge({
      id: :previous_nodeset_button,
      x: @current_nodeset.x,
      y: @current_nodeset.y - @previous_nodeset_button.h - 8,
  })

  args.state.buttons << @previous_nodeset_button

  text = ">"
  @next_nodeset_button = @primitives.create_button(args,
              id: :next_nodeset_button,
              text: text,
              background: @palette.colors.dig(:neutral, :fill, :loud),
              text_color: @palette.colors.dig(:neutral, :on, :loud),
            )
  @next_nodeset_button = @next_nodeset_button.merge({
      id: :next_nodeset_button,
      x: @current_nodeset.x + @previous_nodeset_button.w + 4,
      y: @previous_nodeset_button.y,
  })
  args.state.buttons << @next_nodeset_button

  text = "Delete"
  @delete_nodeset_button = @primitives.create_button(args,
    id: :delete_nodeset_button,
    text: text,
    background: @palette.colors.dig(:danger, :fill, :loud),
    text_color: @palette.colors.dig(:danger, :on, :loud),
  )
  @delete_nodeset_button = @delete_nodeset_button.merge({
      id: :add_nodeset_button,
      x: @menu.x + @menu.w - @delete_nodeset_button.w - 16,
      y: @next_nodeset_button.y,
    })

  args.state.buttons << @delete_nodeset_button

  text = "Create"
  @add_nodeset_button = @primitives.create_button(args,
              id: :add_nodeset_button,
              text: text,
              background: @palette.colors.dig(:neutral, :fill, :loud),
              text_color: @palette.colors.dig(:neutral, :on, :loud),
            )
  @add_nodeset_button = @add_nodeset_button.merge({
      id: :add_nodeset_button,
      x: @delete_nodeset_button.x - @add_nodeset_button.w - 8,
      y: @next_nodeset_button.y,
    })

  args.state.buttons << @add_nodeset_button
end

#render_layer_tab(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 182

def render_layer_tab(args)
  sprites = []
  labels = []

  x_padding = 24
  y_padding = 24
  @layers.each_with_index do |layer, index|
    w, h = $gtk.calcstringbox(layer.name)
    container = {
      x: 20,
      y: 200 - index,
      h: h + y_padding,
      w: 380,
      path: :pixel,
      **@palette.colors.dig(:neutral, :fill, :loud)
    }

    label = {
      x: container.x + x_padding.div(2),
      y: container.y + container.h - y_padding.div(2),
      text: layer.name,
      primitive_marker: :label,
      **@palette.colors.dig(:neutral, :on, :loud)
    }

    sprites << container
    labels << label
  end

  args.outputs[:editor_menu].sprites.concat(sprites)
  args.outputs[:editor_menu].labels.concat(labels)
end

#render_menu(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 215

def render_menu(args)
  render_target = :editor_menu

  args.outputs[render_target].w = Camera::SCREEN_WIDTH / 3
  args.outputs[render_target].h = Camera::SCREEN_HEIGHT
  args.outputs[render_target].background_color = [0, 255, 255, 255]
  menu = args.outputs[render_target]
  args.outputs[render_target].sprites << {x: menu.w - 3, y: 0, h: menu.h, w: 3, r: 0, g: 0, b: 0, a: 255}

  @spritesheet_menu_button = @primitives.create_button(args,
    id: :spritesheet_menu_button,
    text: "Spritesheets",
    background: @palette.colors.dig(:neutral, :fill, :loud),
    text_color: @palette.colors.dig(:neutral, :on, :loud),
  ).merge({
    x: 20,
    y: 360,
  })

  @map_menu_button = @primitives.create_button(args,
    id: :map_menu_button,
    text: "Map",
    background: @palette.colors.dig(:neutral, :fill, :loud),
    text_color: @palette.colors.dig(:neutral, :on, :loud),
  ).merge({
    x: @spritesheet_menu_button.x + @spritesheet_menu_button.w + 10,
    y: @spritesheet_menu_button.y,
  })

  @layer_menu_button = @primitives.create_button(args,
    id: :layer_menu_button,
    text: "Layers",
    background: @palette.colors.dig(:neutral, :fill, :loud),
    text_color: @palette.colors.dig(:neutral, :on, :loud),
  ).merge({
    x: @spritesheet_menu_button.x,
    y: @spritesheet_menu_button.y - @spritesheet_menu_button.h - 10,
  })

  buttons = [@map_menu_button, @spritesheet_menu_button, @layer_menu_button]

  Geometry.find_all_intersect_rect(args.inputs.mouse, buttons).each do |button|
    button.merge!({
      **@palette.colors.dig(:neutral, :fill, :normal)
    })
  end

  args.state.buttons.concat(buttons)

  mouse = args.inputs.mouse

  if mouse.click && mouse.intersect_rect?(@spritesheet_menu_button)
    @next_view = :spritesheet
  end

  if mouse.click && mouse.intersect_rect?(@map_menu_button)
    @next_view = :map
  end

  if mouse.click && mouse.intersect_rect?(@layer_menu_button)
    @active_tab = :layer
  end

  args.outputs[render_target].sprites << buttons
  @menu = {x: 0, y: 0, w: menu.w, h: menu.h, path: render_target}
  args.outputs.sprites << @menu
end

#render_pixel_grid(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 283

def render_pixel_grid(args)
  grid_border_size = 1
  width = 1280
  height = 1280
  if Kernel.tick_count == 0
    args.outputs[:grid].w = width
    args.outputs[:grid].h = height
    args.outputs[:grid].background_color = [0, 0, 0, 0]
    @grid = []
    height.idiv(TILE_SIZE).each do |x|
      width.idiv(TILE_SIZE).each do |y|
        @grid << { line_type: :horizontal, x: x * TILE_SIZE, y: y * TILE_SIZE, w: TILE_SIZE, h: grid_border_size, r: 200, g: 200, b: 200, a: 255, primitive_marker: :sprite, path: :pixel }
        @grid << { line_type: :vertical, x: x * TILE_SIZE, y: y * TILE_SIZE, w: grid_border_size, h: TILE_SIZE, r: 200, g: 200, b: 200, a: 255, primitive_marker: :sprite, path: :pixel }
      end
    end
  end

  if !@show_grid
    # args.outputs[:grid].sprites.clear
    return
  end

  if args.state.camera && args.state.camera.scale != @current_scale
    @current_scale = args.state.camera.scale
    # if args.state.camera.scale <= 0.5
    #   args.outputs[:grid].sprites.clear
    #   return
    # end

    if args.state.camera.scale < 1
      border_size = (grid_border_size / args.state.camera.scale).ceil
    else
      border_size = grid_border_size
    end

    @grid_border_size = border_size

    @grid.each do |line|
      line.w = @grid_border_size if line[:line_type] == :vertical
      line.h = @grid_border_size if line[:line_type] == :horizontal
    end

    # Update the grid with new widths.
    args.outputs[:grid].sprites << @grid
  end

  args.state.grid_boxes ||= 10.flat_map do |x|
    10.map do |y|
      { x: (x - 5) * 1280, y: (y - 5) * 1280, w: 1280, h: 1280, path: :grid, r: 0, b: 0, g: 0, a: 64 }
    end
  end

  args.outputs[:scene].sprites << args.state.grid_boxes.map do |rect|
    Camera.to_screen_space(args.state.camera, rect)
  end
end

#render_sheet(sheet, args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 845

def render_sheet(sheet, args)
  sheet_id = sheet.id.to_sym
  args.outputs[sheet_id].w = sheet.source_w
  args.outputs[sheet_id].h = sheet.source_h

  background_tiles = []

  rows = sheet.source_h.idiv(TILE_SIZE)
  columns = sheet.source_w.idiv(TILE_SIZE)

  # For even columns, we need an extra column to make it odd and get the pattern.
  if columns.mod(2) <= 0
    columns += 1
  end

  count = 0
  rows.times do |row|
    columns.times do |column|
      count += 1
      x = column * TILE_SIZE
      y = row * TILE_SIZE

      background = (count % 2).to_i == 0 ? { r: 230, g: 230, b: 230 } : { r: 180, g: 180, b: 180 }

      background_tiles << {
        x: x,
        y: y,
        h: TILE_SIZE,
        w: TILE_SIZE,
        path: :pixel,
      }.merge!(background)
    end
  end

  _label_width, label_height = $gtk.calcstringbox(sheet.name)
  scaled_sheet = {x: sheet.x, y: sheet.y, w: sheet.source_w * EDITOR_TILE_SCALE, h: sheet.source_h * EDITOR_TILE_SCALE, path: sheet_id}
  scaled_sheet_border = { x: scaled_sheet.x - 2, y: scaled_sheet.y - 2, w: scaled_sheet.w + 4, h: scaled_sheet.h + 4, r: 0, g: 0, b: 0, a: 255, path: :pixel }

  label = {
    x: scaled_sheet_border.x,
    y: scaled_sheet_border.y - label_height - 40,
    text: sheet.name,
    size_enum: 2,
  }

  hovered_nodes = []
  if @hovered_node && @view == :map
    highlighted_hovered_node = @hovered_node.merge({ path: :pixel, r: 0, b: 255, g: 0, a: 64 })
    hovered_nodes << highlighted_hovered_node
    hovered_nodes.concat(@primitives.create_borders(highlighted_hovered_node, border_width: 2, color: {
      r: 0,
      g: 0,
      b: 255,
      a: 200,
    }).values)
  end

  # Always make background_tiles before sheet tiles.
  args.outputs[sheet_id].sprites.concat(background_tiles)
  args.outputs[sheet_id].sprites.concat(sheet.tiles)
  args.outputs.sprites.concat(
    [
      scaled_sheet_border,
      scaled_sheet,
    ],
  )

  args.outputs.sprites.concat(hovered_nodes)
  args.outputs.labels << [label]
end

#render_sprite_canvas(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 63

def render_sprite_canvas(args)
  to_render_target = ->(index) { ("__spritesheet_canvas__#{index}").to_sym }

  args.state.spritesheet_tiles = []

  if !args.state.sprites
    args.state.spritesheet_target = []

    @spritesheets.each_with_index do |spritesheet, index|
      render_target = to_render_target.call(index)
      args.outputs[render_target].w = spritesheet.w
      args.outputs[render_target].h = spritesheet.h
      args.outputs[render_target].background_color = [0, 0, 0, 0]
      args.outputs[render_target].sprites << spritesheet.tiles.map do |sprite|
        sprite.x = sprite.source_x
        sprite.y = sprite.source_y
        sprite.w = sprite.source_w
        sprite.h = sprite.source_h
        sprite.dup
      end
    end
  end

  return if @view != :spritesheet

  prev_x = ((Camera::SCREEN_WIDTH / -4)).ifloor(TILE_SIZE)

  y = 0 # (Camera::SCREEN_HEIGHT / -4)
  gap = TILE_SIZE

  # @rendered_spritesheets = []
  @spritesheets.each_with_index do |spritesheet, index|
    render_target = to_render_target.call(index)

    if index > 0
      prev_x += @spritesheets[index - 1].file_width + gap
    end

    spritesheet_rect = {
      x: prev_x,
      y: y,
      w: spritesheet.file_width,
      h: spritesheet.file_height,
      path: render_target
    }

    if Camera.intersect_viewport?(args.state.camera, spritesheet_rect)
      spritesheet_target = Camera.to_screen_space(args.state.camera, spritesheet_rect)

      label = {
        x: spritesheet_target.x,
        y: spritesheet_target.y - (8 * args.state.camera.scale).ceil,
        text: "#{spritesheet.name}",
        primitive_marker: :label,
        size_px: (16 * args.state.camera.scale).ceil
      }

      args.state.spritesheet_tiles.concat(spritesheet.tiles.map do |sprite|
        sprite = sprite.dup
        sprite.x = spritesheet_rect.x + (sprite.x)
        sprite.y = spritesheet_rect.y + (sprite.y)
        sprite
      end)

      args.outputs[:scene].sprites << [
        spritesheet_target,
        @primitives.create_borders(spritesheet_target, border_width: 1, color: {r: 0, b: 0, g: 0, a: 255}).values
      ]
      args.outputs[:scene].labels << label
    end
  end
end

#render_tiles(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 50

def render_tiles(args)
  return if @view != :map

  state = args.state

  tiles = []
  @layers.each do |layer|
    tiles_to_render = Camera.find_all_intersect_viewport(state.camera, layer.tiles)
    tiles.concat(tiles_to_render.map { |m| Camera.to_screen_space(state.camera, m) })
  end
  args.outputs[:scene].sprites << tiles
end

#reset_selectObject



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 628

def reset_select
  @start_y = nil
  @start_x = nil
  @end_y = nil
  @end_x = nil
  @select_rect = nil
end

#save_nodesetsObject



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 841

def save_nodesets
  $gtk.write_file("data/nodesets.json", SpriteKit::Serializer.to_json({ nodesets: @nodesets }))
end

#save_tiles(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 761

def save_tiles(args)
  contents = SpriteKit::Serializer.to_json({
    layers: @layers
  })
  $gtk.write_file("data/layers.json", contents)
end

#scale_nodeset(nodeset) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 806

def scale_nodeset(nodeset)
  nodeset.x = nodeset.source_x
  nodeset.y = ((nodeset.source_y) - (nodeset.source_h))
  nodeset.h = nodeset.source_h * EDITOR_TILE_SCALE
  nodeset.w = nodeset.source_w * EDITOR_TILE_SCALE
  nodeset.scaled_tiles = nodeset.tiles.map do |tile|
    tile.merge({
      x: nodeset.x + (tile.x * EDITOR_TILE_SCALE),
      y: nodeset.y + (tile.y * EDITOR_TILE_SCALE),
      w: tile.source_w * EDITOR_TILE_SCALE,
      h: tile.source_h * EDITOR_TILE_SCALE,
    })
  end
  nodeset
end

#select_rect_to_tiles(args, tile_width: TILE_SIZE, tile_height: TILE_SIZE) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 726

def select_rect_to_tiles(args, tile_width: TILE_SIZE, tile_height: TILE_SIZE)
  select_rect = Camera.to_world_space(args.state.camera, @select_rect)
  select_rect.x = select_rect.x.ifloor(tile_width)
  select_rect.y = select_rect.y.ifloor(tile_height)

  select_rect
end

#sprite_to_nodeset_rect(mouse, sprite, nodeset) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 1056

def sprite_to_nodeset_rect(mouse, sprite, nodeset)
    mouse_x = (mouse.x - nodeset.x) / EDITOR_TILE_SCALE
    mouse_y = (mouse.y - nodeset.y) / EDITOR_TILE_SCALE
    w = sprite.source_w
    h = sprite.source_h
    # prevent overflow right / left
    x = mouse_x.ifloor(TILE_SIZE).clamp(0, nodeset.w - w)

    # prevent overflow up / down.
    y = mouse_y.ifloor(TILE_SIZE).clamp(0, nodeset.h - h)

    sprite.merge({
      x: x,
      y: y,
      w: w,
      h: h,
    })
end

#switch_mode(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 504

def switch_mode(args)
  if args.state.text_fields.any? { |input| input.focussed? }
    return
  end

  if args.inputs.keyboard.key_down.n
    @current_nodeset_index += 1

    if @current_nodeset_index > @nodesets.length - 1
      @current_nodeset_index = 0
    end
  end

  if args.inputs.keyboard.x
    @mode = :remove
    @selected_sprite = nil
    @selected_node = nil
  end

  if args.inputs.keyboard.s
    reset_select
    @mode = :select
    @selected_sprite = nil
    @selected_node = nil
  end

  if args.inputs.keyboard.a
    reset_select
    @mode = :add
  end

  if args.inputs.mouse.click && @hovered_sprite
    @mode = :add
  end

  if args.inputs.keyboard.key_down.g
    @show_grid = !@show_grid
  end

  if args.inputs.keyboard.key_down.escape
    reset_select
    @selected_node = nil
    @selected_sprite = nil
    @mode = :add
  end
end

#tick(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 136

def tick(args)
  args.state.buttons ||= []

  args.outputs.debug << @view.to_s
  args.outputs.debug << @mode.to_s
  args.outputs.debug << @active_tab

  render_menu(args)
  render_active_tab(args)
  render_pixel_grid(args)
  render_tiles(args)
  render_sprite_canvas(args)
  load_layers(args) if args.state.tick_count <= 0
  render_current_nodeset(args)
  calc(args)
  render(args)
  handle_nodeset_buttons(args)
  handle_spritesheet_buttons(args)
  switch_mode(args)
  transition_view(args)

  args.outputs.debug << "#{@selected_node}"
  args.outputs.debug << "#{@select_rect}"
end

#transition_view(args) ⇒ Object



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# File 'mygame/lib/sprite_kit/map_editor.rb', line 161

def transition_view(args)
  if @next_view && @next_view != @view
    @view = @next_view
    @next_view = nil
    @selected_sprite = nil
    @selected_node = nil
    @select_rect = nil
    args.state.camera.x = 0
    args.state.camera.target_x = 0
    args.state.camera.y = 0
    args.state.camera.target_y = 0
  end
end