Add in-game level editor with auto-discovered tile/entity palettes

Implements a full level editor that runs inside the game engine as an
alternative mode, accessible via --edit flag or E key during gameplay.
The editor auto-discovers available tiles from the tileset texture and
entities from a new central registry, so adding new game content
automatically appears in the editor without any editor-specific changes.

Editor features: tile painting (pencil/eraser/flood fill) across 3
layers, entity placement with drag-to-move, player spawn point tool,
camera pan/zoom, grid overlay, .lvl save/load, map resize, and test
play (P to play, ESC to return to editor).

Supporting changes:
- Entity registry centralizes spawn functions (replaces strcmp chain)
- Mouse input + raw keyboard access added to input system
- Camera zoom support for editor overview
- Zoom-aware rendering in tilemap, renderer, and sprite systems
- Powerup and drone sprites/animations wired up (were defined but unused)
- Bitmap font renderer for editor UI (4x6 pixel glyphs, no dependencies)
This commit is contained in:
Thomas
2026-02-28 20:24:43 +00:00
parent c66c12ae68
commit ea6e16358f
30 changed files with 4959 additions and 51 deletions

View File

@@ -14,6 +14,19 @@ static bool s_latched_released[ACTION_COUNT];
static bool s_quit_requested;
/* ── Mouse state ──────────────────────────────────── */
static int s_mouse_x, s_mouse_y;
static bool s_mouse_current[MOUSE_BUTTON_COUNT];
static bool s_mouse_previous[MOUSE_BUTTON_COUNT];
static bool s_mouse_latched_pressed[MOUSE_BUTTON_COUNT];
static bool s_mouse_latched_released[MOUSE_BUTTON_COUNT];
static int s_mouse_scroll;
/* ── Raw keyboard state ───────────────────────────── */
static const Uint8 *s_key_state = NULL;
static Uint8 s_prev_keys[SDL_NUM_SCANCODES];
static Uint8 s_latched_keys[SDL_NUM_SCANCODES];
/* Default key bindings (primary + alternate) */
static SDL_Scancode s_bindings[ACTION_COUNT] = {
[ACTION_LEFT] = SDL_SCANCODE_LEFT,
@@ -36,13 +49,28 @@ void input_init(void) {
memset(s_previous, 0, sizeof(s_previous));
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
memset(s_latched_released, 0, sizeof(s_latched_released));
memset(s_mouse_current, 0, sizeof(s_mouse_current));
memset(s_mouse_previous, 0, sizeof(s_mouse_previous));
memset(s_mouse_latched_pressed, 0, sizeof(s_mouse_latched_pressed));
memset(s_mouse_latched_released, 0, sizeof(s_mouse_latched_released));
memset(s_prev_keys, 0, sizeof(s_prev_keys));
memset(s_latched_keys, 0, sizeof(s_latched_keys));
s_mouse_x = s_mouse_y = 0;
s_mouse_scroll = 0;
s_quit_requested = false;
}
void input_poll(void) {
/* Save previous state */
memcpy(s_previous, s_current, sizeof(s_current));
memcpy(s_mouse_previous, s_mouse_current, sizeof(s_mouse_current));
s_quit_requested = false;
s_mouse_scroll = 0;
/* Save previous raw key state */
if (s_key_state) {
memcpy(s_prev_keys, s_key_state, SDL_NUM_SCANCODES);
}
/* Process SDL events */
SDL_Event event;
@@ -51,14 +79,17 @@ void input_poll(void) {
case SDL_QUIT:
s_quit_requested = true;
break;
case SDL_MOUSEWHEEL:
s_mouse_scroll += event.wheel.y;
break;
}
}
/* Read keyboard state */
const Uint8 *keys = SDL_GetKeyboardState(NULL);
s_key_state = SDL_GetKeyboardState(NULL);
for (int i = 0; i < ACTION_COUNT; i++) {
s_current[i] = keys[s_bindings[i]];
if (s_alt_bindings[i] && keys[s_alt_bindings[i]]) {
s_current[i] = s_key_state[s_bindings[i]];
if (s_alt_bindings[i] && s_key_state[s_alt_bindings[i]]) {
s_current[i] = true;
}
@@ -70,12 +101,50 @@ void input_poll(void) {
s_latched_released[i] = true;
}
}
/* Latch raw key edges */
if (s_key_state) {
for (int i = 0; i < SDL_NUM_SCANCODES; i++) {
if (s_key_state[i] && !s_prev_keys[i]) {
s_latched_keys[i] = 1;
}
}
}
/* Read mouse state */
Uint32 buttons = SDL_GetMouseState(&s_mouse_x, &s_mouse_y);
/* Convert window coords to logical coords (SDL handles this via
SDL_RenderSetLogicalSize, but GetMouseState returns window coords) */
SDL_Renderer *r = SDL_GetRenderer(SDL_GetMouseFocus());
if (r) {
float lx, ly;
SDL_RenderWindowToLogical(r, s_mouse_x, s_mouse_y, &lx, &ly);
s_mouse_x = (int)lx;
s_mouse_y = (int)ly;
}
s_mouse_current[MOUSE_LEFT] = (buttons & SDL_BUTTON_LMASK) != 0;
s_mouse_current[MOUSE_MIDDLE] = (buttons & SDL_BUTTON_MMASK) != 0;
s_mouse_current[MOUSE_RIGHT] = (buttons & SDL_BUTTON_RMASK) != 0;
for (int i = 0; i < MOUSE_BUTTON_COUNT; i++) {
if (s_mouse_current[i] && !s_mouse_previous[i]) {
s_mouse_latched_pressed[i] = true;
}
if (!s_mouse_current[i] && s_mouse_previous[i]) {
s_mouse_latched_released[i] = true;
}
}
}
void input_consume(void) {
/* Clear latched states after an update tick has read them */
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
memset(s_latched_released, 0, sizeof(s_latched_released));
memset(s_mouse_latched_pressed, 0, sizeof(s_mouse_latched_pressed));
memset(s_mouse_latched_released, 0, sizeof(s_mouse_latched_released));
memset(s_latched_keys, 0, sizeof(s_latched_keys));
}
bool input_pressed(Action a) {
@@ -94,6 +163,44 @@ bool input_quit_requested(void) {
return s_quit_requested;
}
/* ── Mouse queries ────────────────────────────────── */
void input_mouse_pos(int *x, int *y) {
if (x) *x = s_mouse_x;
if (y) *y = s_mouse_y;
}
bool input_mouse_pressed(MouseButton btn) {
if (btn < 0 || btn >= MOUSE_BUTTON_COUNT) return false;
return s_mouse_latched_pressed[btn];
}
bool input_mouse_held(MouseButton btn) {
if (btn < 0 || btn >= MOUSE_BUTTON_COUNT) return false;
return s_mouse_current[btn];
}
bool input_mouse_released(MouseButton btn) {
if (btn < 0 || btn >= MOUSE_BUTTON_COUNT) return false;
return s_mouse_latched_released[btn];
}
int input_mouse_scroll(void) {
return s_mouse_scroll;
}
/* ── Raw keyboard queries ─────────────────────────── */
bool input_key_pressed(SDL_Scancode key) {
if (key < 0 || key >= SDL_NUM_SCANCODES) return false;
return s_latched_keys[key] != 0;
}
bool input_key_held(SDL_Scancode key) {
if (key < 0 || key >= SDL_NUM_SCANCODES) return false;
return s_key_state && s_key_state[key];
}
void input_shutdown(void) {
/* Nothing to clean up */
}